Medium humanoid (aarakocra), neutral good
  • Hit Points:


    13 (3d8)
  • Armor Class:


    12
  • Speed:


    20 ft., fly 50 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Aarakocra

Medium humanoid (aarakocra), neutral good
  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 20 ft., fly 50 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages Aarakocra, Auran
  • Challenge CR1/4 (50 XP)
  • Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Actions


  • Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
  • Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    84 (13d8 + 26)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Abjurer

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +8, Wis +5
  • Skills Arcana +8, History +8
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR9 (5,000 XP)
  • Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:

    • Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost
    • 1st level (4 slots): alarm, mage armor, magic missile, shield^
    • 2nd level (3 slots): arcane lock, invisibility
    • 3rd level (3 slots): counterspell, dispel magic, fireball
    • 4th level (3 slots): banishment,^ stoneskin^
    • 5th level (2 slots): cone of cold, wall of force
    • 6th level (1 slot): flesh to stone, globe of invulnerability^
    • 7th level (1 slot): symbol, teleport
    ^Abjuration spell of 1st level or higher
  • Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Actions


  • Quarterstaff (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.
  • Ray of Frost. Ranged Spell Attack: +8 to hit, reach 60 ft., one creature. Hit: (3d8) cold damage. The target's speed is reduced by 10 feet until the start of the abjurer's next turn
Large aberration, lawful evil
  • Hit Points:


    135 (18d10 + 36)
  • Armor Class:


    17 (natural armor)
  • Speed:


    10 ft., swim 40 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Aboleth

Large aberration, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d10 + 36)
  • Speed 10 ft., swim 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Con +6, Int +8, Wis +6
  • Skills History +12, Perception +10
  • Senses darkvision 120 ft., passive Perception 20
  • Languages Deep Speech, telepathy 120 ft.
  • Challenge CR10 (5,900 XP)
  • Amphibious. The aboleth can breathe air and water.
  • Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 ft. of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
  • Probing Telepathy. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.

Actions


  • Multiattack. The aboleth makes three tentacle attacks.
  • Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6, 1d12, acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d6 + 5) bludgeoning damage.
  • Enslave (3/day). The aboleth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.

    Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Legendary Actions


Aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Aboleth regains spent legendary actions at the start of their turn.
  • Detect.The aboleth makes a Wisdom (Perception) check.
  • Tail Swipe.The aboleth makes one tail attack.
  • Psychic Drain (Costs 2 Actions).One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
Huge monstrosity, chaotic evil
  • Hit Points:


    137 (11d12 + 66)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Abominable Yeti

Huge monstrosity, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 137 (11d12 + 66)
  • Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
9 (-1)
WIS
13 (+1)
CHA
9 (-1)
  • Skills Perception +5, Stealth +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Yeti
  • Challenge CR9 (5,000 XP)
  • Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
  • Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions


  • Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage plus (2d6)cold damage.
  • Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis, but not abominable yetis, for 1 hour.
  • Cold Breath (Recharge 6). The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    18 (4d8)
  • Armor Class:


    11
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Abyssal Wretch

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 20 ft.
STR
9 (-1)
DEX
12 (+1)
CON
11 (+0)
INT
5 (-3)
WIS
8 (-1)
CHA
5 (-3)
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 9
  • Languages Understands Abyssal but can’t speak
  • Challenge CR1/4 (50 XP)

Actions


  • Bite. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Slashing damage.
Tiny undead, neutral evil
  • Hit Points:


    80 (20d4)
  • Armor Class:


    20 (natural armor)
  • Speed:


    o ft., fly 30 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Acererak

Tiny undead, neutral evil
  • Armor Class 20 (natural armor)
  • Hit Points 80 (20d4)
  • Speed o ft., fly 30 ft.
STR
1 (-5)
DEX
20 (+5)
CON
10 (+0)
INT
20 (+5)
WIS
17 (+3)
CHA
20 (+5)
  • Saving Throws Con +6, Int +11, Wis +9, Cha +11
  • Damage Resistance bludgeoning, piercing, and slashing from magic weapons
  • Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Condition Immunities charmed, defeaned, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses truesight 120 ft., passive Perception 13
  • Challenge CR21 (33,000 XP)
  • Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
  • Turn Immunity. The demilich is immune to effects that turn undead.

Actions


  • Howl (Recharge 5–6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
  • Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.
  • Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target’s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.

    If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.

Legendary Actions


Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Acererak regains spent legendary actions at the start of their turn.
  • Flight.The demilich flies up to half its flying speed.
  • Cloud of Dust.The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
  • Energy Drain (Costs 2 Actions).Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.
  • Vile Curse (Costs 3 Actions).The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Medium humanoid (any race), any alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Acolyte

Medium humanoid (any race), any alignment
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Medicine +4, Religion +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge CR1/4 (50 XP)
  • Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:

    • Cantrips (at will): light, sacred flame, thaumaturgy
    • 1st level (3 slots): bless, cure wounds, sanctuary

Actions


  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Acolyte of Dispater

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Medicine +4, Religion +2
  • Senses passive Perception 12
  • Languages Any one language (usually Common)
  • Challenge CR1/4 (50 XP)
  • Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Guidance* 1st level (3 slots): Bless, Cure Wounds, Identify*, Sanctuary * Cult signature spells
  • Infernal Loyalty. The acolyte has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Club. Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d4) Bludgeoning damage.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the acolyte takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Acolyte of Fierna

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Medicine +4, Religion +2
  • Senses passive Perception 12
  • Languages Any one language (usually Common)
  • Challenge CR1/4 (50 XP)
  • Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Guidance, Friends*1st level (3 slots): Bless, Cure Wounds, Identify, Sanctuary, Charm Person** Cult signature spells
  • Infernal Loyalty. The acolyte has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Club. Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d4) Bludgeoning damage.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the acolyte can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 12 temporary hit points (equal to the acolyte’s Charisma score + half its number of Hit Dice).
Huge dragon, chaotic evil
  • Hit Points:


    195 (17d12 + 85)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Adult Black Dragon

Huge dragon, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
  • Saving Throws Dex +7, Con +10, Wis +6, Cha +8
  • Skills Perception +11, Stealth +7
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge CR14 (11,500 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d8)acid damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult Black Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Black Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge undead, lawful evil
  • Hit Points:


    225 (18d12 + 108)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., burrow 30 ft., fly 80 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Adult Blue Dracolich

Huge undead, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +6, Con +12, Wis +8, Cha +10
  • Skills Perception +14, Stealth +6
  • Damage Resistance necrotic
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge CR17 (18,000 XP)
  • Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d10 + 7) piercing damage plus (1d10)lightning damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.
  • Frightful Presence. Each creature of the dracolich’s choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dracolich’s Frightful Presence for the next 24 hours.
  • Lightning Breath (Recharge 5–6). The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult Blue Dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Blue Dracolich regains spent legendary actions at the start of their turn.
  • Detect.The dracolich makes a Wisdom (Perception) check.
  • Tail Attack.The dracolich makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.
Huge dragon, lawful evil
  • Hit Points:


    225 (18d12 + 108)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., burrow 30 ft., fly 80 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Adult Blue Dragon

Huge dragon, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Perception +12, Stealth +5
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge CR16 (15,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d10 + 7) piercing damage plus (1d10)lightning damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult Blue Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Blue Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, chaotic good
  • Hit Points:


    172 (15d12 + 75)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., burrow 30 ft., fly 80 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Adult Brass Dragon

Huge dragon, chaotic good
  • Armor Class 18 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
  • Saving Throws Dex +5, Con +10, Wis +6, Cha +8
  • Skills History +7, Perception +11, Persuasion +8, Stealth +5
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge CR13 (10,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or sleep breath)
  • Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions


Adult Brass Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Brass Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, lawful good
  • Hit Points:


    212 (17d12 + 102)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Adult Bronze Dragon

Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Insight +7, Perception +12, Stealth +5
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge CR15 (13,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (lightning breath or repulsion breath)
  • Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Adult Bronze Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Bronze Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, chaotic good
  • Hit Points:


    184 (16d12 + 80)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Adult Copper Dragon

Huge dragon, chaotic good
  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Perception +12, Stealth +6
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge CR14 (11,500 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (acid breath or slowing breath)
  • Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Legendary Actions


Adult Copper Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Copper Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, lawful good
  • Hit Points:


    256 (19d12 + 133)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Adult Gold Dragon

Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
  • Saving Throws Dex +8, Con +13, Wis +8, Cha +13
  • Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge CR17 (18,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or weakening breath)
  • Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Adult Gold Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Gold Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, lawful evil
  • Hit Points:


    207 (18d12 + 90)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Adult Green Dragon

Huge dragon, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
  • Saving Throws Dex +6, Con +10, Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge CR15 (13,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (2d6)poison damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Green Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Medium Monstrosity, Unaligned
  • Hit Points:


    39 (6d8+12)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., burrow 20 ft., climb 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Adult Kruthik

Medium Monstrosity, Unaligned
  • Armor Class 18 (natural armor)
  • Hit Points 39 (6d8+12)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages Kruthik
  • Challenge CR2 (450 XP)
  • Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions


  • Multiattack. The kruthik makes two stab attacks or two spike attacks.
  • Stab. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
  • Spike. Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.
Medium Ooze, Lawful Evil
  • Hit Points:


    75 (10d8+30)
  • Armor Class:


    14
  • Speed:


    20 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Adult Oblex

Medium Ooze, Lawful Evil
  • Armor Class 14
  • Hit Points 75 (10d8+30)
  • Speed 20 ft.
STR
8 (-1)
DEX
19 (+4)
CON
16 (+3)
INT
19 (+4)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Int +7, Cha +5
  • Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7
  • Condition Immunities Blinded, charmed, deafened, exhaustion, prone
  • Senses Blindsight 60 ft. (blind beyond this distance), passive Perception 14
  • Languages Common plus two more
  • Challenge CR5 (1,800 XP)
  • Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
  • Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Innate Spellcasting. The oblex’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: 3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)
  • Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed.

Actions


  • Multiattack. The oblex makes one pseudopod attack and uses Eat Memories.
  • Pseudopod. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Bludgeoning damage plus (2d4)Psychic damage.
  • Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.
Huge dragon, chaotic evil
  • Hit Points:


    256 (19d12 + 133)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Adult Red Dragon

Huge dragon, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
  • Saving Throws Dex +6, Con +13, Wis +7, Cha +11
  • Skills Perception +13, Stealth +6
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge CR17 (18,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Red Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, lawful good
  • Hit Points:


    243 (18d12 + 126)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Adult Silver Dragon

Huge dragon, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 243 (18d12 + 126)
  • Speed 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
13 (+1)
CHA
21 (+5)
  • Saving Throws Dex +5, Con +12, Wis +6, Cha +10
  • Skills Arcana +8, History +8, Perception +11, Stealth +5
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge CR16 (15,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (cold breath or paralyzing breath)
  • Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Adult Silver Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Silver Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Huge dragon, chaotic evil
  • Hit Points:


    200 (16d12 + 96)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Adult White Dragon

Huge dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
12 (+1)
  • Saving Throws Dex +5, Con +11, Wis +6, Cha +6
  • Skills Perception +11, Stealth +5
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
  • Languages Common, Draconic
  • Challenge CR13 (10,000 XP)
  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d8)cold damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Adult White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult White Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Large elemental, neutral
  • Hit Points:


    90 (12d10 + 24)
  • Armor Class:


    15
  • Speed:


    0 ft., fly 90 ft. (hover)
  • Challenge Rating:


    CR5 (1,800 XP)

Air Elemental

Large elemental, neutral
  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 0 ft., fly 90 ft. (hover)
STR
14 (+2)
DEX
20 (+5)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
  • Damage Resistance lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Auran
  • Challenge CR5 (1,800 XP)
  • Air Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


  • Multiattack. The elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
  • Whirlwind (Recharge 4-6). Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

    If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Medium Elemental, Neutral
  • Hit Points:


    117 (18d8+36)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR7 (2,900 XP)

Air Elemental Myrmidon

Medium Elemental, Neutral
  • Armor Class 18 (plate)
  • Hit Points 117 (18d8+36)
  • Speed 30 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
  • Damage Resistance Lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Paralyzed, petrified, poisoned, prone
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Auran, one language
  • Challenge CR7 (2,900 XP)
  • Magic Weapons. The myrmidon's weapon attacks are magical.

Actions


  • Multiattack. The myrmidon makes three flail attacks.
  • Flail. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Bludgeoning damage.
  • Lightning Strike (Recharge 6). The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon’s next turn.
Medium undead, any evil alignment
  • Hit Points:


    120 (16d8 + 48)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Alhoon

Medium undead, any evil alignment
  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
  • Saving Throws Con +7, Int +8, Wis +7, Cha +7
  • Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
  • Damage Resistance cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge CR10 (5,900 XP)
  • Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting (Psionics). The alhoon’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:

    • At will: detect thoughts, levitate
    • 1/day each: dominate monster, plane shift (self only)
  • Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

    • Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
    • 1st level (4 slots): detect magic, disguise self, magic missile, shield
    • 2nd level (3 slots): invisibility, mirror image, scorching ray
    • 3rd level (3 slots): counterspell, fly, lightning bolt
    • 4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer
    • 5th level (2 slots): modify memory, wall of force
    • 6th level (1 slot): disintegrate, globe of invulnerability
  • Turn Resistance. The alhoon has advantage on saving throws against any effect that turns undead.

Actions


  • Chill Touch. Ranged Spell Attack: +8 to hit, reach 120 ft., one creature. Hit: (3d8) necrotic damage. The target can't regain hit points until the start of the alhoon's next turn
  • Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6) cold damage.
  • Scorching Ray. Ranged Spell Attack: +8 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The alhoon creates three rays when it casts this spell and it can hurl them at one or several targets in range
  • Shocking Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: (3d8) lightning damage. The target can't take reactions until the start of its next turn The alhoon has advantage on this attack if the target is wearing armor made of metal
  • Mind Blast (Recharge 5–6). The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    157 (15d8+90)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Alkilith

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d8+90)
  • Speed 40 ft.
STR
12 (+1)
DEX
19 (+4)
CON
22 (+6)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
  • Saving Throws Dex +8, Con +10
  • Skills Stealth +8
  • Damage Resistance Acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Understands Abyssal but can’t speak
  • Challenge CR11 (7,200 XP)
  • Amorphous. The alkilith can move through a space as narrow as 1 inch wide without squeezing.
  • False Appearance. While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
  • Foment Madness. Any creature that isn’t a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.
  • Magic Resistance. The alkilith has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The alkilith makes three tentacle attacks.
  • Tentacle. Melee Weapon: +8 to hit, reach 15 ft., One target. Hit: (4d6+4) Acid damage.
Medium Undead, Neutral Evil
  • Hit Points:


    40 (9d8)
  • Armor Class:


    13
  • Speed:


    0 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR5 (1,800 XP)

Allip

Medium Undead, Neutral Evil
  • Armor Class 13
  • Hit Points 40 (9d8)
  • Speed 0 ft., fly 40 ft. (hover)
STR
6 (-2)
DEX
17 (+3)
CON
10 (+0)
INT
17 (+3)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Int +6, Wis +5
  • Skills Perception +5, Stealth +6
  • Damage Resistance Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Cold, necrotic, poison
  • Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages The languages it knew in life
  • Challenge CR5 (1,800 XP)
  • Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions


  • Maddening Touch. Melee Spell: +6 to hit, reach 5 ft., One target. Hit: (4d6+3) Psychic damage.
  • Whispers of Madness. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect.
  • Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect.
Large beast, unaligned
  • Hit Points:


    51 (6d10 + 18)
  • Armor Class:


    13 (natural armor)
  • Speed:


    60 ft.
  • Challenge Rating:


    CR2 (450 XP)

Allosaurus

Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 60 ft.
STR
19 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +5
  • Senses passive Perception 15
  • Challenge CR2 (450 XP)
  • Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    202 (27d8+81)
  • Armor Class:


    21 (natural armor)
  • Speed:


    30 ft. fly 40 ft.
  • Challenge Rating:


    CR18 (20,000 XP)

Amnizu

Medium Fiend (Devil), Lawful Evil
  • Armor Class 21 (natural armor)
  • Hit Points 202 (27d8+81)
  • Speed 30 ft. fly 40 ft.
STR
11 (+0)
DEX
13 (+1)
CON
16 (+3)
INT
20 (+5)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Dex +7, Con +9, Wis +7, Cha +10
  • Skills Perception +7
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Charmed, poisoned
  • Senses Darkvision 120ft., passive Perception 17
  • Languages Common, Infernal, telepathy 1,000 ft.
  • Challenge CR18 (20,000 XP)
  • Devil's Sight. Magical darkness doesn't impede the amnizu's darkvision.
  • Innate Spellcasting. The amnizu’s innate spellcasting ability is Intelligence (spell save 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:At will: charm person, command3/day each: dominate person, fireball1/day each: dominate monster, feeblemind
  • Magic Resistance. The amnizu has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
  • Taskmaster Whip. Melee Weapon: +11 to hit, reach 10 ft., One target. Hit: (2d4+5) Slashing damage plus (6d10)force damage.
  • Disruptive Touch. Melee Spell: +11 to hit, reach 5 ft, One target. Hit: (8d10) Necrotic damage.
  • Poison Mind. reach 60 ft., One or two creatures that it can see. Hit: (4d12) Necrotic damage. The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and be blinded until the start of the amnizu’s next turn.
  • Forgetfulness (Recharge 6). The amnizu targets one creature it can see within 60 feet of it. That creature must succeed on a DC 18 Intelligence saving throw or become stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.

Reactions


  • Instinctive Charm. When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack’s range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu’s Instinctive Charm for 24 hours.
Gargantuan dragon, chaotic evil
  • Hit Points:


    367 (21d20 + 147)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Ancient Black Dragon

Gargantuan dragon, chaotic evil
  • Armor Class 22 (natural armor)
  • Hit Points 367 (21d20 + 147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +9, Con +14, Wis +9, Cha +11
  • Skills Perception +16, Stealth +9
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge CR21 (33,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)acid damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Ancient Black Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Black Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, lawful evil
  • Hit Points:


    481 (26d20 + 208)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., burrow 40 ft., fly 80 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Ancient Blue Dragon

Gargantuan dragon, lawful evil
  • Armor Class 22 (natural armor)
  • Hit Points 481 (26d20 + 208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge CR23 (50,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage plus (2d10)lightning damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (2d8 + 9) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Ancient Blue Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Blue Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, chaotic good
  • Hit Points:


    297 (17d20 + 119)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft., burrow 40 ft., fly 80 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Ancient Brass Dragon

Gargantuan dragon, chaotic good
  • Armor Class 20 (natural armor)
  • Hit Points 297 (17d20 + 119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +6, Con +13, Wis +8, Cha +10
  • Skills History +9, Perception +14, Persuasion +10, Stealth +6
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge CR20 (25,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or sleep breath)
  • Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Ancient Brass Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Brass Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, lawful good
  • Hit Points:


    444 (24d20 + 192)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR22 (41,000 XP)

Ancient Bronze Dragon

Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
29 (+9)
DEX
10 (+0)
CON
27 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
21 (+5)
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Insight +10, Perception +17, Stealth +7
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge CR22 (41,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (2d8 + 9) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (lightning breath or repulsion breath)
  • Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Ancient Bronze Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Bronze Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, chaotic good
  • Hit Points:


    350 (20d20 + 140)
  • Armor Class:


    21 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Ancient Copper Dragon

Gargantuan dragon, chaotic good
  • Armor Class 21 (natural armor)
  • Hit Points 350 (20d20 + 140)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Perception +17, Stealth +8
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge CR21 (33,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (acid breath or slowing breath)
  • Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Ancient Copper Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Copper Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, lawful good
  • Hit Points:


    546 (28d20 + 252)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR24 (62,000 XP)

Ancient Gold Dragon

Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
29 (+9)
INT
18 (+4)
WIS
17 (+3)
CHA
28 (+9)
  • Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  • Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge CR24 (62,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or weakening breath)
  • Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Ancient Gold Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Gold Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, lawful evil
  • Hit Points:


    385 (22d20 + 154)
  • Armor Class:


    21 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR22 (41,000 XP)

Ancient Green Dragon

Gargantuan dragon, lawful evil
  • Armor Class 21 (natural armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
27 (+8)
DEX
12 (+1)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge CR22 (41,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (3d6)poison damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (4d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Ancient Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Green Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, chaotic evil
  • Hit Points:


    546 (28d20 + 252)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR24 (62,000 XP)

Ancient Red Dragon

Gargantuan dragon, chaotic evil
  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge CR24 (62,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6)fire damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Ancient Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Red Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, lawful good
  • Hit Points:


    487 (25d20 + 225)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft., fly 80 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Ancient Silver Dragon

Gargantuan dragon, lawful good
  • Armor Class 22 (natural armor)
  • Hit Points 487 (25d20 + 225)
  • Speed 40 ft., fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Arcana +11, History +11, Perception +16, Stealth +7
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge CR23 (50,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (cold breath or paralyzing breath)
  • Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions


Ancient Silver Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Silver Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Gargantuan dragon, chaotic evil
  • Hit Points:


    333 (18d20 + 144)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Ancient White Dragon

Gargantuan dragon, chaotic evil
  • Armor Class 20 (natural armor)
  • Hit Points 333 (18d20 + 144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Saving Throws Dex +6, Con +14, Wis +7, Cha +8
  • Skills Perception +13, Stealth +6
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge CR20 (25,000 XP)
  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)cold damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Ancient White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient White Dragon regains spent legendary actions at the start of their turn.
  • Detect.The dragon makes a Wisdom (Perception) check.
  • Tail Attack.The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Large monstrosity, lawful neutral
  • Hit Points:


    199 (19d10 + 95)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Androsphinx

Large monstrosity, lawful neutral
  • Armor Class 17 (natural armor)
  • Hit Points 199 (19d10 + 95)
  • Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
23 (+6)
  • Saving Throws Dex +6, Con +11, Int +9, Wis +10
  • Skills Arcana +9, Perception +10, Religion +15
  • Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened
  • Senses truesight 120 Ft., passive Perception 20
  • Languages Common, Sphinx
  • Challenge CR17 (18,000 XP)
  • Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
  • Magic Weapons. The sphinx's weapon attacks are magical.
  • Spellcasting. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:

    • Cantrips (at will): sacred flame, spare the dying, thaumaturgy
    • 1st level (4 slots): command, detect evil and good, detect magic
    • 2nd level (3 slots): lesser restoration, zone of truth
    • 3rd level (3 slots): dispel magic, tongues
    • 4th level (3 slots): banishment, freedom of movement
    • 5th level (2 slots): flame strike, greater restoration
    • 6th level (1 slot): heroes' feast

Actions


  • Multiattack. The sphinx makes two claw attacks.
  • Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d10 + 6) slashing damage.
  • Roar (3/Day). The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
  • First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

Legendary Actions


Androsphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Androsphinx regains spent legendary actions at the start of their turn.
  • Claw Attack.The sphinx makes one claw attack.
  • Teleport (Costs 2 Actions).The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 3 Actions).The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Medium construct, unaligned
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    18 (natural armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR1 (200 XP)

Animated Armor

Medium construct, unaligned
  • Armor Class 18 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
13 (+1)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Challenge CR1 (200 XP)
  • Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Actions


  • Multiattack. The armor makes two melee attacks.
  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
Large monstrosity, unaligned
  • Hit Points:


    39 (6d10 + 6)
  • Armor Class:


    14 (natural armor, 11 while prone)
  • Speed:


    30 ft., burrow 10 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ankheg

Large monstrosity, unaligned
  • Armor Class 14 (natural armor, 11 while prone)
  • Hit Points 39 (6d10 + 6)
  • Speed 30 ft., burrow 10 ft.
STR
17 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
1 (-5)
WIS
13 (+1)
CHA
6 (-2)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Challenge CR2 (450 XP)

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage plus (1d6)acid damage. If the target is a Large or smaller creature, it is grappled, escape DC 13. Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so
  • Acid Spray (Recharge 6). The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Huge beast, unaligned
  • Hit Points:


    68 (8d12 + 16)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Ankylosaurus

Huge beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d12 + 16)
  • Speed 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses passive Perception 11
  • Challenge CR3 (700 XP)

Actions


  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
Large fey, chaotic evil
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Annis Hag

Large fey, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)
  • Saving Throws Con +5
  • Skills Deception +5, Perception +5
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Giant, Sylvan
  • Challenge CR6 (2,300 XP)
  • Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells: • 3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Actions


  • Multiattack. The annis makes three attacks: one with her bite and two with her claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d6 + 5) slashing damage.
  • Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (9d6 + 5) bludgeoning damage. The target is grappled, escape dc 15, if it is a large or smaller creature Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way
Ape
Medium beast, unaligned
  • Hit Points:


    19 (3d8 + 6)
  • Armor Class:


    12
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Ape

Medium beast, unaligned
  • Armor Class 12
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Challenge CR1/2 (100 XP)

Actions


  • Multiattack. The ape makes two fist attacks.
  • Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +5 to hit, reach 25/50 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Apprentice Wizard

Medium humanoid (any race), any alignment
  • Armor Class 10
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
14 (+2)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Arcana +4, History +4
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR1/4 (50 XP)
  • Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

    • Cantrips (at will): fire bolt, mending, prestidigitation
    • 1st level (2 slots): burning hands, disguise self, shield

Actions


  • Fire Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Dagger (Melee). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +2 to hit, reach 20/60 ft., one target. Hit: (1d4) piercing damage.
Medium fiend (yugoloth), neutral evil
  • Hit Points:


    104 (16d8 + 32)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Arcanaloth

Medium fiend (yugoloth), neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft., fly 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
17 (+3)
  • Saving Throws Dex +5, Int +9, Wis +7, Cha +7
  • Skills Arcana +13, Deception +9, Insight +9, Perception +7
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities charmed, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages all, telepathy 120 ft.
  • Challenge CR12 (8,400 XP)
  • Innate Spellcasting. The arcanaloth’s innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:

    • At will: alter self, darkness, heat metal, invisibility (self only), magic missile
  • Magic Resistance. The arcanaloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The arcanaloth’s weapon attacks are magical.
  • Spellcasting. The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:

    • Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
    • 1st level (4 slots): detect magic, identify, shield, Tenser’s floating disk
    • 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
    • 3rd level (3 slots): counterspell, fear, fireball
    • 4th level (3 slots): banishment, dimension door
    • 5th level (2 slots): contact other plane, hold monster
    • 6th level (1 slot): chain lightning
    • 7th level (1 slot): finger of death
    • 8th level (1 slot): mind blank

Actions


  • Fire Bolt. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10, 3d6, poison damage on a failed save, or half as much damage on a successful one
  • Teleport. The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • (Variant) Summon Yugoloth (1/Day). An arcanaloth has a 40 percent chance of summoning one arcanaloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Medium humanoid (any race), any alignment
  • Hit Points:


    132 (24d8 + 24)
  • Armor Class:


    16 (hide armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Archdruid

Medium humanoid (any race), any alignment
  • Armor Class 16 (hide armor, shield)
  • Hit Points 132 (24d8 + 24)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
20 (+5)
CHA
11 (+0)
  • Saving Throws Int +5, Wis +9
  • Skills Medicine +9, Nature +5, Perception +9
  • Senses passive Perception 19
  • Languages Druidic plus any two languages
  • Challenge CR12 (8,400 XP)
  • Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

    • Cantrips (at will): druidcraft, mending, poison spray, produce flame
    • 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
    • 2nd level (3 slots): animal messenger, beast sense, hold person
    • 3rd level (3 slots): conjure animals, meld into stone, water breathing
    • 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire
    • 5th level (3 slots): commune with nature, mass cure wounds, tree stride
    • 6th level (1 slot): heal, heroes’ feast, sunbeam
    • 7th level (1 slot): fire storm
    • 8th level (1 slot): animal shapes
    • 9th level (1 slot): foresight

Actions


  • Produce Flame. Ranged Spell Attack: +9 to hit, reach 30 ft., one creature. Hit: (4d8) fire damage.
  • Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.

    While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

    The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.
Medium humanoid (any race), any alignment
  • Hit Points:


    75 (10d8 + 30)
  • Armor Class:


    16 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Archer

Medium humanoid (any race), any alignment
  • Armor Class 16 (studded leather)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
  • Skills Acrobatics +6, Perception +5
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Archer’s Eye (3/Day). As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.

Actions


  • Multiattack. The archer makes two attacks with its longbow.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 4) piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    99 (18d8 + 18)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Archmage

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 99 (18d8 + 18)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Perception 12
  • Languages any six languages
  • Challenge CR12 (8,400 XP)
  • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
    • 1st level (4 slots): detect magic, identify, mage armor*, magic missile
    • 2nd level (3 slots): detect thoughts, mirror image, misty step
    • 3rd level (3 slots): counterspell, fly, lightning bolt
    • 4th level (3 slots): banishment, fire shield, stoneskin*
    • 5th level (3 slots): cone of cold, scrying, wall of force
    • 6th level (1 slot): globe of invulnerability
    • 7th level (1 slot): teleport
    • 8th level (1 slot): mind blank*
    • 9th level (1 slot): time stop

    * The archmage casts these spells on itself before combat.

Actions


  • Dagger (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Fire Bolt. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
  • Shocking Grasp. Melee Spell Attack: +9 to hit, reach touch, one target. Hit: (4d8) lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn
Medium Humanoid (Any Race), Any alignment
  • Hit Points:


    99 (18d8+18)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Archmage of Fierna

Medium Humanoid (Any Race), Any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Perception 12
  • Languages Any six languages
  • Challenge CR12 (8,400 XP)
  • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, friends**1st level (4 slots): detect magic, identify, mage armor, magic missile, charm person*2nd level (3 slots): detect thoughts, mirror image, misty step, suggestion**3rd level (3 slots): counterspell, fly, lightning bolt, hypnotic pattern**4th level (3 slots): banishment, fire shield, stoneskin*5th level (3 slots): cone of cold, scrying, wall of force6th level (1 slot): globe of invulnerability7th level (1 slot): teleport8th level (1 slot): mind blank*9th level (1 slot): time stop* The archmage casts these spells on itself before combat.** Cult signature spells
  • Infernal Loyalty. The archmage has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Dagger (Melee). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +6 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
  • Fire Bolt. Ranged Spell: +9 to hit, reach 120 ft., One target. Hit: (4d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
  • Shocking Grasp. Melee Spell: +9 to hit, reach Touch, One target. Hit: (4d8) Lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the archmage can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 25 temporary hit points (equal to the archmage’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any alignment
  • Hit Points:


    99 (18d8+18)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Archmage of Mephistopheles

Medium Humanoid (Any Race), Any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 99 (18d8+18)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Int +9, Wis +6
  • Skills Arcana +13, History +13
  • Damage Resistance damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)
  • Senses passive Perception 12
  • Languages Any six languages
  • Challenge CR12 (8,400 XP)
  • Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp1st level (4 slots): detect magic, identify, mage armor, magic missile, burning hands*2nd level (3 slots): detect thoughts, mirror image, misty step, flaming sphere**3rd level (3 slots): counterspell, fly, lightning bolt, fireball**4th level (3 slots): banishment, fire shield, stoneskin*5th level (3 slots): cone of cold, scrying, wall of force6th level (1 slot): globe of invulnerability7th level (1 slot): teleport8th level (1 slot): mind blank*9th level (1 slot): time stop* The archmage casts these spells on itself before combat.** Cult signature spells
  • Spell Shield. The archmage gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.
  • Spell Leech (Leader Variant). As a bonus action, the archmage chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the archmage gains it.

Actions


  • Dagger (Melee). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +6 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
  • Fire Bolt. Ranged Spell: +9 to hit, reach 120 ft., One target. Hit: (4d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
  • Shocking Grasp. Melee Spell: +9 to hit, reach Touch, One target. Hit: (4d8) Lightning damage. The archmage has advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target can’t take reactions until the start of its next turn.
Large Fiend (Demon), Chaotic Evil
  • Hit Points:


    84 (8d10+40)
  • Armor Class:


    16 (natural armor)
  • Speed:


    60 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Armanite

Large Fiend (Demon), Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 84 (8d10+40)
  • Speed 60 ft.
STR
21 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR7 (2,900 XP)
  • Magic Resistance. The armanite has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The armanite’s weapon attacks are magical.

Actions


  • Multiattack. The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
  • Hooves. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d6+5) Bludgeoning damage.
  • Claws. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d4+5) Slashing damage.
  • Serrated Tail. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (2d10+5) Slashing damage.
  • Lightning Lance (Recharge 5-6). The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
Medium humanoid (any race), any non-good alignment
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Assassin

Medium humanoid (any race), any non-good alignment
  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistance poison
  • Senses passive Perception 13
  • Languages Thieves' Cant plus any two languages
  • Challenge CR8 (3,900 XP)
  • Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
  • Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

Actions


  • Multiattack. The assassin makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d8 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Assassin of Baphomet

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistance Poison
  • Senses passive Perception 13
  • Languages Thieves' Cant plus any two languages
  • Challenge CR8 (3,900 XP)
  • Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
  • Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Incite the Hunters (Recharges after a Short or Long Rest, Leader Variant). As an action, the assassin allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
  • Labyrinthine Recall. The assassin can perfectly recall any path it has traveled.
  • Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
  • Unerring Tracker. As a bonus action, the assassin magically creates a psychic link with one creature it can see. For the next hour, as a bonus action the assassin learns the current distance and direction to the target if it is on the same plane of existence. The link ends if the noble is incapacitated or if it uses this ability on a different target.

Actions


  • Multiattack. The assassin makes two shortsword attacks.
  • Shortsword. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage plus (7d6)Poison damage. and the target must make a DC 15 Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon: +6 to hit, reach 80/320 ft., One target. Hit: (1d8+3) Piercing damage plus (7d6)Poison damage. and the target must make a DC 15 Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Assassin of Levistus

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Dex +6, Int +4
  • Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
  • Damage Resistance Poison
  • Senses passive Perception 13
  • Languages Thieves' Cant plus any two languages
  • Challenge CR8 (3,900 XP)
  • Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
  • Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
  • Path of Levistus. The assassin magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the assassin’s hit points. This ability can be invoked as an action by the assassin or when the assassin would die. Once the assassin uses it, the assassin can’t use it again.

Actions


  • Multiattack. The assassin makes two shortsword attacks.
  • Shortsword. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage plus (7d6)Poison damage. and the target must make a DC 15 Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon: +6 to hit, reach 80/320 ft., One target. Hit: (1d8+3) Piercing damage plus (7d6)Poison damage. and the target must make a DC 15 Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one.
Gargantuan Titan, Unaligned
  • Hit Points:


    297 (17d20+119)
  • Armor Class:


    20 (natural armor)
  • Speed:


    15 ft., fly 80 ft. (hover)
  • Challenge Rating:


    CR21 (33,000 XP)

Astral Dreadnought

Gargantuan Titan, Unaligned
  • Armor Class 20 (natural armor)
  • Hit Points 297 (17d20+119)
  • Speed 15 ft., fly 80 ft. (hover)
STR
28 (+9)
DEX
7 (-2)
CON
25 (+7)
INT
5 (-3)
WIS
14 (+2)
CHA
18 (+4)
  • Saving Throws Dex +5, Wis +9
  • Skills Perception +9
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses Darkvision 120 ft., passive Perception 19
  • Challenge CR21 (33,000 XP)
  • Antimagic Cone. The astral dreadnought’s opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn’t function while the dreadnought’s eye is closed or while the dreadnought is blinded.
  • Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.
  • Demiplanar Donjon. Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature’s Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought’s past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
  • Legendary Resistance (3/Day). If the astral dreadnought fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. An astral dreadnought’s weapon attacks are magical.
  • Sever Silver Cord. If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target’s silver cord instead of dealing damage.

Actions


  • Multiattack. The astral dreadnought makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +16 to hit, reach 10 ft., One target. Hit: (5d10+9) Piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon.
  • Claw. Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (3d6+9) Slashing damage.

Legendary Actions


Astral Dreadnought can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Astral Dreadnought regains spent legendary actions at the start of their turn.
  • Claw.The astral dreadnought makes one claw attack.
  • Donjon Visits (Costs 2 Actions).One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought’s Demiplanar Donjon. At the end of the target’s next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
  • Psychic Projection (Costs 3 Actions).Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
  • Hit Points:


    38 (4d10 + 16)
  • Armor Class:


    11 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR2 (450 XP)

Aurochs

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 38 (4d10 + 16)
  • Speed 50 ft.
STR
20 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses passive Perception 11
  • Languages -
  • Challenge CR2 (450 XP)
  • Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions


  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) piercing damage.
Medium Fey (Elf), Chaotic Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Autumn Eladrin

Medium Fey (Elf), Chaotic Neutral
  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
17 (+3)
CHA
18 (+4)
  • Skills Insight +7, Medicine +7
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge CR10 (5,900 XP)
  • Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours.Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
  • Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
  • Innate Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: calm emotions, sleep3/day each: cure wounds (as a 5th-level spell), lesser restoration1/day each: greater restoration, heal, raise dead
  • Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions


  • Longsword (One-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+2) Slashing damage plus (1d8)Psychic damage.
  • Longsword (Two-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d10+2) Slashing damage plus (1d8)Psychic damage.
  • Longbow. Ranged Weapon: +7 to hit, reach 150/600 ft., One target. Hit: (1d8+3) Piercing damage plus (1d8)Psychic damage.

Reactions


  • Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Small plant, unaligned
  • Hit Points:


    10 (3d6)
  • Armor Class:


    9
  • Speed:


    20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Awakened Shrub

Small plant, unaligned
  • Armor Class 9
  • Hit Points 10 (3d6)
  • Speed 20 ft.
STR
3 (-4)
DEX
8 (-1)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
  • Vulnerabilities fire
  • Damage Resistance piercing
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge CR0 (10 XP)
  • False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

Actions


  • Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) slashing damage.
Huge plant, unaligned
  • Hit Points:


    59 (7d12 + 14)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR2 (450 XP)

Awakened Tree

Huge plant, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d12 + 14)
  • Speed 20 ft.
STR
19 (+4)
DEX
6 (-2)
CON
15 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
  • Vulnerabilities fire
  • Damage Resistance bludgeoning, piercing
  • Senses passive Perception 10
  • Languages one language known by its creator
  • Challenge CR2 (450 XP)
  • False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions


  • Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (3d6 + 4) bludgeoning damage.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    11
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Axe Beak

Large beast, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 50 ft.
STR
14 (+2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Senses passive Perception 10
  • Challenge CR1/4 (50 XP)

Actions


  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.
Medium elemental, lawful neutral
  • Hit Points:


    39 (6d8 + 12)
  • Armor Class:


    17 (natural armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Azer

Medium elemental, lawful neutral
  • Armor Class 17 (natural armor, shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
10 (+0)
  • Saving Throws Con +4
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses passive Perception 11
  • Languages Ignan
  • Challenge CR2 (450 XP)
  • Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.
  • Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
  • Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions


  • Warhammer (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage plus (1d6)fire damage.
  • Warhammer (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) bludgeoning damage plus (1d6)fire damage.
Medium fiend (demon), chaotic evil
  • Hit Points:


    82 (11d8 + 33)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Babau

Medium fiend (demon), chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
  • Skills Perception +5, Stealth +5
  • Damage Resistance cold, fire, lightning,; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Abyssal
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The babau’s innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:

    • At will: darkness, dispel magic, fear, heat metal, levitate

Actions


  • Multiattack. The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Small beast, unaligned
  • Hit Points:


    3 (1d6)
  • Armor Class:


    12
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Baboon

Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Senses passive Perception 11
  • Challenge CR0 (10 XP)
  • Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    3 (1d4 + 1)
  • Armor Class:


    10
  • Speed:


    20 ft., burrow 5 ft.
  • Challenge Rating:


    CR0 (10 XP)

Badger

Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 3 (1d4 + 1)
  • Speed 20 ft., burrow 5 ft.
STR
4 (-3)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses darkvision 30 ft., passive Perception 11
  • Challenge CR0 (10 XP)
  • Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Large Fiend (Devil), Lawful Evil
  • Hit Points:


    189 (18d10+90)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR19 (22,000 XP)

Bael

Large Fiend (Devil), Lawful Evil
  • Armor Class 18 (plate)
  • Hit Points 189 (18d10+90)
  • Speed 30 ft.
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
21 (+5)
WIS
24 (+7)
CHA
24 (+7)
  • Saving Throws Dex +9, Con +11, Int +11, Cha +13
  • Skills Intimidation +13, Perception +13, Persuasion +13
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 23
  • Languages all, telepathy 120 ft.
  • Challenge CR19 (22,000 XP)
  • Dreadful. Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn.
  • Innate Spellcasting. Bael’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image 3/day each: counterspell, dispel magic, fly, suggestion, wall of fire 1/day each: dominate monster, symbol (stunning only)
  • Legendary Resistance (3/Day). If Bael fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Bael has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Bael’s weapon attacks are magical.
  • Regeneration. Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. Bael makes two melee attacks.
  • Hellish Morningstar. Melee Weapon: +13 to hit, reach 20 ft., One target. Hit: (2d8+7) Piercing damage plus (3d8)Necrotic damage.
  • Infernal Command. . Each ally of Bael’s within 60 feet of him can’t be charmed or frightened until the end of his next turn.
  • Teleport. . Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions


Bael can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bael regains spent legendary actions at the start of their turn.
  • Attack (Cost 2 Actions).Bael attacks once with his hellish morningstar.
  • Awaken Greed.Bael casts charm person or major image.
  • Infernal Command.Bael uses his Infernal Command action.
  • Teleport. .Bael uses his Teleport action.
Large Aberration, Chaotic Evil
  • Hit Points:


    114 (12d10+48)
  • Armor Class:


    17 (natural armor)
  • Speed:


    25 ft., climb 25 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Balhannoth

Large Aberration, Chaotic Evil
  • Armor Class 17 (natural armor)
  • Hit Points 114 (12d10+48)
  • Speed 25 ft., climb 25 ft.
STR
17 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
15 (+2)
CHA
8 (-1)
  • Saving Throws Con +8
  • Skills Perception +6
  • Condition Immunities Blinded
  • Senses Blindsight 500 ft. (blind beyond this radius), passive Perception 16
  • Languages Understands Deep Speech, telepathy 1 mile
  • Challenge CR11 (7,200 XP)
  • Legendary Resistance (2/Day). If the balhannoth fails a saving throw, it can choose to succeed instead.

Actions


  • Multiattack. The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.
  • Bite. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (4d10+3) Piercing damage.
  • Tentacle. Melee Weapon: +7 to hit, reach 10 ft., One target. Hit: (2d6+3) Bludgeoning damage. and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can’t use this tentacle against other targets. The balhannoth has four tentacles.

Legendary Actions


Balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Balhannoth regains spent legendary actions at the start of their turn.
  • Bite Attack.The balhannoth makes one bite attack against one creature it has grappled.
  • Teleport.The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.
  • Vanish.The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.
Huge fiend (demon), chaotic evil
  • Hit Points:


    262 (21d12 + 126)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 80 ft.
  • Challenge Rating:


    CR19 (22,000 XP)

Balor

Huge fiend (demon), chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft., fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
  • Saving Throws Str +14, Con +12, Wis +9, Cha +12
  • Damage Resistance cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR19 (22,000 XP)
  • Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
  • Fire Aura. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
  • Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The balor's weapon attacks are magical.

Actions


  • Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
  • Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d8 + 8) slashing damage plus (3d8)lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice
  • Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: (2d6 + 8) slashing damage plus (3d6)fire damage. The target must succeed on a dc 20 strength saving throw or be pulled up to 25 feet toward the balor
  • Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large monstrosity, neutral evil
  • Hit Points:


    84 (8d10 + 40)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Banderhobb

Large monstrosity, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
  • Skills Athletics +8, Stealth +7
  • Condition Immunities charmed, frightened
  • Senses darkvision 120 ft., passive Perception 12
  • Languages understands Common and the languages of its creator, but can't speak
  • Challenge CR5 (1,800 XP)
  • Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.
  • Shadow Stealth. While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.

Actions


  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (5d6 + 5) piercing damage. The target is grappled, escape dc 15, if it is a large or smaller creature Until this grapple ends, the target is restrained, and the banderhobb can’t use its bite attack or tongue attack on another target
  • Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: (3d6) necrotic damage. The target must make a dc 15 strength saving throw On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target
  • Swallow. The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb’s turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.

    The banderhobb can have only one creature swallowed at a time. While the banderhobb isn’t incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.
  • Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.
Medium humanoid (any race), any non-lawful alignment
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Bandit

Medium humanoid (any race), any non-lawful alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR1/8 (25 XP)

Actions


  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
  • Light Crossbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: (1d8 + 1) piercing damage.
Medium humanoid (any race), any non-lawful alignment
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain

Medium humanoid (any race), any non-lawful alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages any two languages
  • Challenge CR2 (450 XP)

Actions


  • Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
  • Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Dispater

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the bandit captain gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Fierna

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Infernal Loyalty. The bandit captain has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Geryon

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the bandit captain gains a +2 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the cultist takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Glasya

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the captain, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
  • Infernal Ring Leader (Leader Variant). As a reaction when the cultist is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Levistus

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Path of Levistus. The captain magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the captain’s hit points. This ability can be invoked as an action by the captain or when the captain would die. Once the captain uses it, the captain can’t use it again.

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    65 (10d8+20)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bandit Captain of Mammon

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 15 (studded leather)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Saving Throws Str +4, Dex +5, Wis +2
  • Skills Athletics +4, Deception +4
  • Senses passive Perception 10
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the captain makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the captain succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the captain chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the captain’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Multiattack. The captain makes three melee attacks: two with its Scimitar and one with its Dagger. Or the captain makes two Ranged Attacks with its daggers.
  • Scimitar. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Slashing damage.
  • Dagger (Melee). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+3) Piercing damage.

Reactions


  • Parry. The captain adds 2 to its AC against one melee Attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    11 (2d8+2)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Bandit of Dispater

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the bandit gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Slashing damage.
  • Light Crossbow. Ranged Weapon: +3 to hit, reach 80/320 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the bandit takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    11 (2d8+2)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Bandit of Geryon

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the bandit gains a +1 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Slashing damage.
  • Light Crossbow. Ranged Weapon: +3 to hit, reach 80/320 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the bandit takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    11 (2d8+2)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Bandit of Glasya

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the bandit, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Slashing damage.
  • Light Crossbow. Ranged Weapon: +3 to hit, reach 80/320 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Infernal Ring Leader (Leader Variant). As a reaction when the bandit is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Hit Points:


    11 (2d8+2)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Bandit of Mammon

Medium Humanoid (Any Race), Any Non-Lawful Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the bandit makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the bandit succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the bandit chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the bandit’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Slashing damage.
  • Light Crossbow. Ranged Weapon: +3 to hit, reach 80/320 ft., One target. Hit: (1d8+1) Piercing damage.
Medium undead, chaotic evil
  • Hit Points:


    58 (13d8)
  • Armor Class:


    12
  • Speed:


    0 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR4 (1,100 XP)

Banshee

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 58 (13d8)
  • Speed 0 ft., fly 40 ft. (hover)
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
  • Saving Throws Wis +2, Cha +5
  • Damage Resistance acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Elvish
  • Challenge CR4 (1,100 XP)
  • Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they’re in but not their exact locations.
  • Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Actions


  • Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: (3d6 + 2) necrotic damage.
  • Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.
  • Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    275 (19d12+152)
  • Armor Class:


    22 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Baphomet

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 22 (natural armor)
  • Hit Points 275 (19d12+152)
  • Speed 40 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
18 (+4)
WIS
24 (+7)
CHA
16 (+3)
  • Saving Throws Dex +9, Con +15, Wis +14
  • Skills Intimidation +17, Perception +14
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 24
  • Languages All, telepathy 120 ft.
  • Challenge CR23 (50,000 XP)
  • Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
  • Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components: At will: detect magic3/day each: dispel magic, dominate beast, hunter’s mark, maze, wall of stone 1/day: teleport
  • Labyrinthine Recall. Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.
  • Legendary Resistance (3/Day). If Baphomet fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Baphomet has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Baphomet's weapon attacks are magical
  • Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.

Actions


  • Multiattack. Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.
  • Heartcleaver. Melee Weapon: +17 to hit, reach 15 ft., One target. Hit: (2d10+10) Slashing damage.
  • Bite. Melee Weapon: +17 to hit, reach 10 ft., One target. Hit: (2d8+10) Piercing damage.
  • Gore. Melee Weapon: +17 to hit, reach 10 ft., One target. Hit: (2d6+10) Piercing damage.
  • Frightful Presence. Each creature of Baphomet’s choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.
    If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet’s Frightful Presence for the next 24 hours.

Legendary Actions


Baphomet can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baphomet regains spent legendary actions at the start of their turn.
  • Heartcleaver Attack.Baphomet makes a melee attack with Heartcleaver.
  • Charge (Costs 2 Actions).Baphomet moves up to his speed then makes a gore attack.
Medium fiend (devil), lawful evil
  • Hit Points:


    110 (13d8 + 52)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Barbed Devil

Medium fiend (devil), lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
14 (+2)
  • Saving Throws Str +6, Con +7, Wis +5, Cha +5
  • Skills Deception +5, Insight +5, Perception +8
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR5 (1,800 XP)
  • Barbed Hide. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Hurl Flame. Ranged Spell Attack: +5 to hit, reach 150 ft., one target. Hit: (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. A barbed devil has a 30 percent chance of summoning one barbed devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium humanoid (any race), any alignment
  • Hit Points:


    44 (8d8 + 8)
  • Armor Class:


    15 (chain shirt)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bard

Medium humanoid (any race), any alignment
  • Armor Class 15 (chain shirt)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Saving Throws Dex +4, Wis +3
  • Skills Acrobatics +4, Perception +5, Performance +6
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge CR2 (450 XP)
  • Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

    • Cantrips (at will): friends, mage hand, vicious mockery
    • 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
    • 2nd level (3 slots): invisibility, shatter
  • Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.
  • Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Large fiend (shapechanger), neutral evil
  • Hit Points:


    90 (12d10 + 24)
  • Armor Class:


    17 (natural armor)
  • Speed:


    60 ft. (30 ft. in goblin form)
  • Challenge Rating:


    CR4 (1,100 XP)

Barghest

Large fiend (shapechanger), neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 60 ft. (30 ft. in goblin form)
STR
19 (+4)
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common, Goblin, Infernal, telepathy 60 ft.
  • Challenge CR4 (1,100 XP)
  • Shapechanger. The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The barghest reverts to its true form if it dies.
  • Fire Banishment. When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon’s breath or a fireball spell) don’t have this effect on the barghest.
  • Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
  • Innate Spellcasting. The barghest’s innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material components:

    • At will: levitate, minor illusion, pass without trace
    • 1/day each: charm person, dimension door, suggestion

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
Large fiend (demon), chaotic evil
  • Hit Points:


    68 (8d10 + 24)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Barlgura

Large fiend (demon), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
  • Saving Throws Dex +5, Con +6
  • Skills Perception +5, Stealth +5
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR5 (1,800 XP)
  • Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:

    • 1/day each: entangle, phantasmal force
    • 2/day each: disguise self, invisibility (self only)
  • Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
  • Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions


  • Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10 + 4) bludgeoning damage.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium monstrosity, unaligned
  • Hit Points:


    52 (8d8 + 16)
  • Armor Class:


    15 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR3 (700 XP)

Basilisk

Medium monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 20 ft.
STR
16 (+3)
DEX
8 (-1)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
7 (-2)
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge CR3 (700 XP)
  • Petrifying Gaze. If a creature starts its turn within 30 ft. of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

    A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.

    If the basilisk sees its reflection within 30 ft. of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage plus (2d6)poison damage.
Bat
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    12
  • Speed:


    5 ft., fly 30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Bat

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 30 ft.
STR
2 (-4)
DEX
15 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge CR0 (10 XP)
  • Echolocation. The bat can't use its blindsight while deafened.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: (1) piercing damage.
Medium fiend (devil), lawful evil
  • Hit Points:


    52 (8d8 + 16)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Bearded Devil

Medium fiend (devil), lawful evil
  • Armor Class 13 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
11 (+0)
  • Saving Throws Str +5, Con +4, Wis +2
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR3 (700 XP)
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
  • Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions


  • Multiattack. The devil makes two attacks: one with its beard and one with its glaive.
  • Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom, Medicine, check. The wound also closes if the target receives magical healing
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. A bearded devil has a 30 percent chance of summoning one bearded devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Huge monstrosity, neutral evil
  • Hit Points:


    168 (16d12 + 64)
  • Armor Class:


    17 (natural armor)
  • Speed:


    50 ft., climb 40 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Behir

Huge monstrosity, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 50 ft., climb 40 ft.
STR
23 (+6)
DEX
16 (+3)
CON
18 (+4)
INT
7 (-2)
WIS
14 (+2)
CHA
12 (+1)
  • Skills Perception +6, Stealth +7
  • Damage Immunities lightning
  • Senses darkvision 90 ft., passive Perception 16
  • Languages Draconic
  • Challenge CR11 (7,200 XP)

Actions


  • Multiattack. The behir makes two attacks: one with its bite and one to constrict.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d10 + 6) piercing damage.
  • Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one large or smaller creature. Hit: (2d10 + 6) bludgeoning damage plus (2d10 + 6)slashing damage. The target is grappled, escape DC 16, if the behir isn't already constricting a creature, and the target is restrained until this grapple ends
  • Lightning Breath (Recharge 5-6). The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Swallow. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.

    If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft. of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Large aberration, lawful evil
  • Hit Points:


    180 (19d10 + 76)
  • Armor Class:


    18 (natural armor)
  • Speed:


    0 ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR13 (10,000 XP)

Beholder

Large aberration, lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception +12
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge CR13 (10,000 XP)
  • Antimagic Cone. The beholder’s central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder’s own eye rays.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4d6) piercing damage.
  • Eye Rays. The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it
  • 1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
  • 2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • 7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  • 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  • 10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions


Beholder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Beholder regains spent legendary actions at the start of their turn.
  • Eye Ray.The beholder uses one random eye ray.
Large undead, neutral evil
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    15 (natural armor)
  • Speed:


    0 ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR5 (1,800 XP)

Beholder Zombie

Large undead, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
8 (-1)
CHA
5 (-3)
  • Saving Throws Wis +2
  • Damage Immunities poison
  • Condition Immunities poisoned, prone
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Deep Speech and Undercommon but can’t speak
  • Challenge CR5 (1,800 XP)
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (4d6) piercing damage.
  • Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
  • 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Medium Aberration, Neutral Evil
  • Hit Points:


    38 (11d8-11)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., fly 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Berbalang

Medium Aberration, Neutral Evil
  • Armor Class 14 (natural armor)
  • Hit Points 38 (11d8-11)
  • Speed 30 ft., fly 40 ft.
STR
9 (-1)
DEX
16 (+3)
CON
9 (-1)
INT
17 (+3)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Dex +5, Int +5
  • Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
  • Senses Truesight 120 ft., passive Perception 12
  • Languages All, but rarely speaks
  • Challenge CR2 (450 XP)
  • Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage.
  • Innate Spellcasting. The berbalang’s innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:At will: speak with dead1/day: plane shift (self only)

Actions


  • Multiattack. The berbalang makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Piercing damage.
  • Claw. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d4+3) Slashing damage.
Medium humanoid (any race), any chaotic alignment
  • Hit Points:


    67 (9d8 + 27)
  • Armor Class:


    13 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Berserker

Medium humanoid (any race), any chaotic alignment
  • Armor Class 13 (hide armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions


  • Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.
Medium Humanoid (Any Race), Any Chaotic Alignment
  • Hit Points:


    67 (9d8+27)
  • Armor Class:


    13 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Berserker of Geryon

Medium Humanoid (Any Race), Any Chaotic Alignment
  • Armor Class 13 (hide armor)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the berserker gains a +3 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Greataxe. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d12+3) Slashing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the berserker takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Chaotic Alignment
  • Hit Points:


    67 (9d8+27)
  • Armor Class:


    13 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Berserker of Zariel

Medium Humanoid (Any Race), Any Chaotic Alignment
  • Armor Class 13 (hide armor)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
  • Ferocious Surge (Recharges after a Short or Long Rest). When the berserker hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The berserker has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Greataxe. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d12+3) Slashing damage.
Medium fey, chaotic evil
  • Hit Points:


    91 (14d8 + 28)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Bheur Hag

Medium fey, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
  • Saving Throws Wis +4
  • Skills Nature +4, Perception +4, Stealth +6, Survival +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Auran, Common, Giant
  • Challenge CR7 (2,900 XP)
  • Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
  • Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra moment.
  • Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: hold person,^ ray of frost • 3/day each: cone of cold,^ ice storm,^ wall of ice^ • 1/day each: control weather

Actions


  • Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. The target's speed is reduced by 10 feet until the start of the hag's next turn
  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 1) bludgeoning damage plus (1d6)cold damage.
  • Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    58 (9d8+18)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft. fly 40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Black Abishai

Medium Fiend (Devil), Lawful Evil
  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft. fly 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
16 (+3)
CHA
11 (+0)
  • Saving Throws Dex +6, Wis +6
  • Skills Perception +6, Stealth +6
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Acid, fire, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft., passive Perception 16
  • Languages Draconic, Infernal, telepathy 120 ft.
  • Challenge CR7 (2,900 XP)
  • Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
  • Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The abishai's weapon attacks are magical.
  • Shadow Stealth. While in dim light or darkness, the abishai can take the Hide action as a bonus action.

Actions


  • Multiattack. The abishai makes three attacks: two with its scimitar and one with its bite.
  • Scimitar. Melee Weapon: +6 to hit, reach 5 ft. , One target. Hit: (1d6+3) Slashing damage.
  • Bite. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+3) Piercing damage plus (2d8)Acid damage.
  • Creeping Darkness (Recharge 6). The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.
Medium beast, unaligned
  • Hit Points:


    19 (3d8 + 6)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft., climb 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Black Bear

Medium beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 40 ft., climb 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR1/2 (100 XP)
  • Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage.
Medium dragon, chaotic evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Black Dragon Wyrmling

Medium dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
  • Saving Throws Dex +4, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +4
  • Damage Immunities acid
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d4)acid damage.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Black Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Resistance acid
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge CR2 (450 XP)
  • Amphibious. The drake can breathe air and water.

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Large ooze, unaligned
  • Hit Points:


    85 (10d10 + 30)
  • Armor Class:


    7
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Black Pudding

Large ooze, unaligned
  • Armor Class 7
  • Hit Points 85 (10d10 + 30)
  • Speed 20 ft., climb 20 ft.
STR
16 (+3)
DEX
5 (-3)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
  • Damage Immunities acid, cold, lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Challenge CR4 (1,100 XP)
  • Amorphous. The pudding can move through a space as narrow as 1 inch wide without squeezing.
  • Corrosive Form. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.

    The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
  • Spider Climb. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage plus (4d8)acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10

Reactions


  • Split. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Medium humanoid (any race), any non-good alignment
  • Hit Points:


    153 (18d8 + 72)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Blackguard

Medium humanoid (any race), any non-good alignment
  • Armor Class 18 (plate)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
  • Saving Throws Wis +5, Cha +5
  • Skills Athletics +7, Deception +5, Intimidation +5
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge CR8 (3,900 XP)
  • Spellcasting. The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:

    • 1st level (4 slots): command, protection from evil and good, thunderous smite
    • 2nd level (3 slots): branding smite, find steed
    • 3rd level (2 slots): blinding smite, dispel magic

Actions


  • Multiattack. The blackguard makes three attacks with its glaive or its shortbow.
  • Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d10 + 4) slashing damage.
  • Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Medium fey, lawful good
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    13
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Blink Dog

Medium fey, lawful good
  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 40 ft.
STR
12 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Blink Dog, understands Sylvan but can't speak it
  • Challenge CR1/4 (50 XP)
  • Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Teleport (Recharge 4-6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Small beast, unaligned
  • Hit Points:


    7 (2d6)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Blood Hawk

Small beast, unaligned
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 10 ft., fly 60 ft.
STR
6 (-2)
DEX
14 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge CR1/8 (25 XP)
  • Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    195 (26d8+78)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft. fly 50 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Blue Abishai

Medium Fiend (Devil), Lawful Evil
  • Armor Class 19 (natural armor)
  • Hit Points 195 (26d8+78)
  • Speed 30 ft. fly 50 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
22 (+6)
WIS
23 (+6)
CHA
18 (+4)
  • Saving Throws Int +12, Wis +12
  • Skills Arcana +12
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, lightning, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft., passive Perception 16
  • Languages Draconic, Infernal, telepathy 120 ft.
  • Challenge CR17 (18,000 XP)
  • Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
  • Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The abishai's weapon attacks are magical.
  • Spellcasting. The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared: Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave 2nd level (3 slots): darkness, mirror image, misty step 3rd level (3 slots): dispel magic, fear, lightning bolt 4th level (3 slots): dimension door, greater invisibility, ice storm 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): chain lightning 7th level (1 slot): teleport

Actions


  • Multiattack. The abishai makes two attacks: one with its quarterstaff and one with its bite.
  • Quarterstaff (One-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d6+2) Bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d8+2) Bludgeoning damage.
  • Bite. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d10+2) Piercing damage plus (4d6)Lightning damage.
Medium dragon, lawful evil
  • Hit Points:


    52 (8d8+16)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., burrow 15 ft., fly 60 ft.
  • Challenge Rating:


    CR3 (700 XP)

Blue Dragon Wyrmling

Medium dragon, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities lightning
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR3 (700 XP)

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage plus (1d6)lightning damage.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., burrow 20 ft.
  • Challenge Rating:


    CR2 (450 XP)

Blue Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., burrow 20 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Resistance lightning
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge CR2 (450 XP)

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Large aberration, chaotic neutral
  • Hit Points:


    123 (13d10 + 52)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Blue Slaad

Large aberration, chaotic neutral
  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
7 (-2)
CHA
9 (-1)
  • Skills Perception +1
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Slaad, telepathy 60 ft.
  • Challenge CR7 (2,900 XP)
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
  • Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The slaad makes three attacks, one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum is reduced by 10, 3d6, every 24 hours. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Boar

Medium beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
9 (-1)
CHA
5 (-3)
  • Senses passive Perception 9
  • Challenge CR1/4 (50 XP)
  • Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  • Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions


  • Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
Medium undead, chaotic evil
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Bodak

Medium undead, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
12 (+1)
  • Skills Perception +4, Stealth +6
  • Damage Resistance cold, fire, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Abyssal, the languages it knew in life
  • Challenge CR6 (2,300 XP)
  • Aura of Annihilation. The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.
  • Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.

    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.
  • Sunlight Hypersensitivity. The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions


  • Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage plus (2d8)necrotic damage.
  • Withering Gaze. One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Small fey, chaotic neutral
  • Hit Points:


    18 (4d6 + 4)
  • Armor Class:


    14
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Boggle

Small fey, chaotic neutral
  • Armor Class 14
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., climb 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Sleight of Hand +6, Stealth +6
  • Damage Resistance fire
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sylvan
  • Challenge CR1/8 (25 XP)
  • Boggle Oil. The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.

    Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.

    Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Dimensional Rift. As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as “30 feet straight up”). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle’s next turn.
  • Uncanny Smell. The boggle has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Oil Puddle. The boggle creates a puddle of oil that is either slippery or sticky (boggle’s choice). The puddle is 1 inch deep and covers the ground in the boggle’s space. The puddle is difficult terrain for all creatures except boggles and lasts for 1 hour.

    If the oil is slippery, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.

    If the oil is sticky, any creature that enters the puddle’s area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn, a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.
Large fiend (devil), lawful evil
  • Hit Points:


    142 (15d10 + 60)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Bone Devil

Large fiend (devil), lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Int +5, Wis +6, Cha +7
  • Skills Deception +7, Insight +6
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 9
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR9 (5,000 XP)
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes three attacks: two with its claws and one with its sting, or the devil makes two attacks: one with its hooked polearm and one with its sting.
  • Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage plus (5d6)poison damage. The target must succeed on a dc 14 constitution saving throw or become poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Variant: Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled, escape DC 14. Until this grapple ends, the devil can’t use its polearm on another target
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. A bone devil has a 40 percent chance of summoning 2d6 spined devils or one bone devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large undead, lawful evil
  • Hit Points:


    58 (9d10 + 9)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Bone Naga

Large undead, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 58 (9d10 + 9)
  • Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
  • Damage Immunities Poison
  • Condition Immunities charmed, exhaustion, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common plus one other language
  • Challenge CR4 (1,100 XP)
  • Spellcasting. The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells.

    If the naga was a guardian naga in life, its spellcasting ability is Wisdom, and it has the following cleric spells prepared:

    • Cantrips (at will): mending, sacred flame, thaumaturgy
    • 1st level (4 slots): command, shield of faith
    • 2nd level (3 slots): calm emotions, hold person
    • 3rd level (2 slots): bestow curse

    If the naga was a spirit naga in life, its spellcasting ability is Intelligence, and it has the following wizard spells prepared:

    • Cantrips (at will): mage hand, minor illusion, ray of frost
    • 1st level (4 slots): charm person, sleep
    • 2nd level (3 slots): detect thoughts, hold person
    • 3rd level (2 slots): lightning bolt

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (2d6 + 3) piercing damage plus (3d6)poison damage.
  • Ray of Frost (Ex-Spirit Naga only). Ranged Spell Attack: +4 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. A frigid beam of blue-white light streaks toward a creature within range. On a hit its speed is reduced by 10 feet until the start of the casters' next turn
Large Undead, Chaotic Evil
  • Hit Points:


    127 (17d10+34)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Boneclaw

Large Undead, Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 127 (17d10+34)
  • Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
9 (-1)
  • Saving Throws Dex +7, Con +6, Wis +6
  • Skills Perception +6, Stealth +7
  • Damage Resistance Cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Common plus the main language of its master
  • Challenge CR12 (8,400 XP)
  • Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master.
  • Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.

Actions


  • Multiattack. The boneclaw makes two claw attacks.
  • Piercing Claw. Melee Weapon: +8 to hit, reach 15 ft., One target. Hit: (3d10+4) Piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
  • Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.

    The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it’s grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Reactions


  • Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
Medium dragon, chaotic good
  • Hit Points:


    16 (3d8 + 3)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., burrow 15 ft., fly 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Brass Dragon Wyrmling

Medium dragon, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
  • Saving Throws Dex +2, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +2
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR1 (200 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or sleep breath)
  • Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Gargantuan beast, unaligned
  • Hit Points:


    121 (9d20 + 27)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Brontosaurus

Gargantuan beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 121 (9d20 + 27)
  • Speed 30 ft.
STR
21 (+5)
DEX
9 (-1)
CON
17 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
  • Saving Throws Con +6
  • Senses passive Perception 10
  • Languages -
  • Challenge CR5 (1,800 XP)

Actions


  • Stomp. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (5d8 + 5) bludgeoning damage. The target must succeed on a dc 14 strength saving throw or be knocked prone
  • Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (6d8 + 5) bludgeoning damage.
Medium dragon, lawful good
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Bronze Dragon Wyrmling

Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities lightning
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (lightning breath or repulsion breath)
  • Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Medium Construct, Unaligned
  • Hit Points:


    18 (4d8)
  • Armor Class:


    13
  • Speed:


    30 ft., burrow 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Bronze Scout

Medium Construct, Unaligned
  • Armor Class 13
  • Hit Points 18 (4d8)
  • Speed 30 ft., burrow 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
1 (-5)
  • Skills Perception +6, Stealth +7
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages Understands one language of its creator but can’t speak
  • Challenge CR1 (200 XP)
  • Earth Armor. The bronze scout doesn’t provoke opportunity attacks when it burrows.
  • Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects.

Actions


  • Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage plus (1d6)Lightning damage.
  • Lightning⁠ Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
  • Hit Points:


    34 (4d10 + 12)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft., climb 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Brown Bear

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 40 ft., climb 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR1 (200 XP)
  • Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Medium humanoid (goblinoid), chaotic evil
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    16 (hide armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Bugbear

Medium humanoid (goblinoid), chaotic evil
  • Armor Class 16 (hide armor, shield)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Skills Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge CR1 (200 XP)
  • Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
  • Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions


  • Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage.
  • Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium humanoid (goblinoid), chaotic evil
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    17 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Bugbear Chief

Medium humanoid (goblinoid), chaotic evil
  • Armor Class 17 (chain shirt, shield)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
17 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
  • Skills Intimidation +2, Stealth +6, Survival +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Goblin
  • Challenge CR3 (700 XP)
  • Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
  • Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
  • Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions


  • Multiattack. The bugbear makes two melee attacks.
  • Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) piercing damage.
  • Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.
Large monstrosity, unaligned
  • Hit Points:


    94 (9d10 + 45)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., burrow 40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Bulette

Large monstrosity, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 94 (9d10 + 45)
  • Speed 40 ft., burrow 40 ft.
STR
19 (+4)
DEX
11 (+0)
CON
21 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Perception +6
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Challenge CR5 (1,800 XP)
  • Standing Leap. The bulette's long jump is up to 30 ft. and its high jump is up to 15 ft., with or without a running start.

Actions


  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d12 + 4) piercing damage.
  • Deadly Leap. If the bulette jumps at least 15 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    52 (7d8+21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Bulezau

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8+21)
  • Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
17 (+3)
INT
8 (-1)
WIS
9 (-1)
CHA
6 (-2)
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 9
  • Languages Abyssal, telepathy 60 ft.
  • Challenge CR3 (700 XP)
  • Rotting Presence. When any creature that isn’t a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.
  • Standing Leap. The bulezau’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Sure-Footed. The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions


  • Barbed Tail. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d12+2) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target’s hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
Medium humanoid (bullywug), neutral evil
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    15 (hide armor, shield)
  • Speed:


    20 ft., swim 40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Bullywug

Medium humanoid (bullywug), neutral evil
  • Armor Class 15 (hide armor, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 20 ft., swim 40 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Stealth +3
  • Senses passive Perception 10
  • Languages Bullywug
  • Challenge CR1/4 (50 XP)
  • Amphibious. The bullywug can breathe air and water.
  • Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.
  • Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
  • Standing Leap. The bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions


  • Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Large Construct, Lawful Evil
  • Hit Points:


    189 (18d10+90)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Cadaver Collector

Large Construct, Lawful Evil
  • Armor Class 17 (natural armor)
  • Hit Points 189 (18d10+90)
  • Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-3)
WIS
11 (+0)
CHA
8 (-1)
  • Damage Immunities Necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands all languages but can’t speak
  • Challenge CR14 (11,500 XP)
  • Magic Resistance. The cadaver collector has advantage on saving throws against spells and other magical effects.
  • Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they’re destroyed. They disappear when the cadaver collector is destroyed.

Actions


  • Multiattack. The cadaver collector makes two slam attacks.
  • Slam. Melee Weapon: +10 to hit, reach 5 ft., One target. Hit: (3d8+5) Bludgeoning damage plus (3d10)Necrotic damage.
  • Paralyzing Breath (Recharge 5-6). The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Medium fiend, any evil alignment
  • Hit Points:


    82 (11d8 + 33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Cambion

Medium fiend, any evil alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components: • 3/day each: alter self, command, detect magic • 1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage plus (1d6)fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage plus (1d6)fire damage.
  • Spear (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (1d6 + 4) piercing damage plus (1d6)fire damage.
  • Fire Ray. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (3d6) fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Large beast, unaligned
  • Hit Points:


    15 (2d10 + 4)
  • Armor Class:


    9
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Camel

Large beast, unaligned
  • Armor Class 9
  • Hit Points 15 (2d10 + 4)
  • Speed 50 ft.
STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
  • Senses passive Perception 9
  • Challenge CR1/8 (25 XP)

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Medium Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    120 (16d8+48)
  • Armor Class:


    16 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Canoloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 16 (natural armor)
  • Hit Points 120 (16d8+48)
  • Speed 50 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
5 (-3)
WIS
17 (+3)
CHA
12 (+1)
  • Skills Investigation +3, Perception +9
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses Darkvision 60 ft., truesight 120 ft., passive Perception 19
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR8 (3,900 XP)
  • Dimensional Lock. Other creatures can’t teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.
  • Magic Resistance. The canoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The canoloth’s weapon attacks are magical.
  • Uncanny Senses. The canoloth can’t be surprised while it isn’t incapacitated.

Actions


  • Multiattack. The canoloth makes two attacks: one with its tongue or its bite and one with its claws.
  • Bite. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (6d6+4) Piercing damage.
  • Claws. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (2d10+4) Slashing damage.
  • Tongue. Ranged Weapon: +7 to hit, reach 30 ft., One creature. Hit: (2d12+4) Piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.
Large monstrosity, unaligned
  • Hit Points:


    51 (6d10 + 18)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Carrion Crawler

Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
1 (-5)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR2 (450 XP)
  • Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.
  • Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.
  • Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: (1d4 + 2) poison damage. The target must succeed on a dc 13 constitution saving throw or be poisoned for 1 minute Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.
Cat
Tiny beast, unaligned
  • Hit Points:


    2 (1d4)
  • Armor Class:


    12
  • Speed:


    40 ft., climb 30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Cat

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft., climb 30 ft.
STR
3 (-4)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Large monstrosity, unaligned
  • Hit Points:


    84 (8d10 + 40)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Catoblepas

Large monstrosity, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
21 (+5)
INT
3 (-4)
WIS
14 (+2)
CHA
8 (-1)
  • Senses darkvision 60 ft., passive Perception 12
  • Languages -
  • Challenge CR5 (1,800 XP)
  • Keen Smell. The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.
  • Stench. Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.

Actions


  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (5d6 + 4) bludgeoning damage. The target must succeed on a dc 16 constitution saving throw or be stunned until the start of the catoblepas’s next turn
  • Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.
Large beast, unaligned
  • Hit Points:


    42 (5d10 + 15)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cave Bear

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR2 (450 XP)
  • Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
Medium monstrosity, unaligned
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    16 (natural armor)
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR3 (700 XP)

Cave Fisher

Medium monstrosity, unaligned
  • Armor Class 16 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft., climb 20 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Perception +2, Stealth +5
  • Senses blindsight 60 ft., passive Perception 12
  • Languages -
  • Challenge CR3 (700 XP)
  • Adhesive Filament. The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher, escape DC 13, and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a replacement filament on its next turn.
  • Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
  • Spider Climb. The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The cave fisher makes two attacks with its claws.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
  • Filament. One creature grappled by the cave fisher’s adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can’t extrude another filament.
Large monstrosity, neutral good
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    12
  • Speed:


    50 ft.
  • Challenge Rating:


    CR2 (450 XP)

Centaur

Large monstrosity, neutral good
  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
9 (-1)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Athletics +6, Perception +3, Survival +3
  • Senses passive Perception 13
  • Languages Elvish, Sylvan
  • Challenge CR2 (450 XP)
  • Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Actions


  • Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
  • Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d10 + 4) piercing damage.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium fiend (devil), lawful evil
  • Hit Points:


    85 (10d8 + 40)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Chain Devil

Medium fiend (devil), lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 85 (10d8 + 40)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Saving Throws Con +7, Wis +4, Cha +5
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 8
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR8 (3,900 XP)
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes two attacks with its chains.
  • Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns
  • Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

    Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions


  • Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
Medium humanoid (any race), any alignment
  • Hit Points:


    143 (22d8 + 44)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Champion

Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 143 (22d8 + 44)
  • Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
  • Saving Throws Str +9, Con +6
  • Skills Athletics +9, Intimidation +5, Perception +6
  • Senses passive Perception 16
  • Languages any one language (usually Common)
  • Challenge CR9 (5,000 XP)
  • Indomitable (2/Day). The champion rerolls a failed saving throw.
  • Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.

Actions


  • Multiattack. The champion makes three attacks with its greatsword or its shortbow.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (2d6)slashing damage. The target takes the secondary slashing damage if the champion has more than half of its total hit points remaining.
  • Shortbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage plus (2d6)piercing damage. The target takes the secondary piercing damage if the champion has more than half of its total hit points remaining.
Large fiend (demon), chaotic evil
  • Hit Points:


    84 (13d10 + 13)
  • Armor Class:


    15 (natural armor)
  • Speed:


    20 ft., fly 60 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Chasme

Large fiend (demon), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 84 (13d10 + 13)
  • Speed 20 ft., fly 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
  • Saving Throws Dex +5, Wis +5
  • Skills Perception +5
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 15
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR6 (2,300 XP)
  • Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn within 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can’t hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature’s saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
  • Magic Resistance. The chasme has advantage on saving throws against spells and other magical effects.
  • Spider Climb. The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (4d6 + 2) piercing damage plus (7d6)necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken If this effect reduces a creature’s hit point maximum to 0, the creature dies. This reduction to a creature’s hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like greater restoration
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A chasme has a 30 percent chance of summoning one chasme. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large monstrosity, chaotic evil
  • Hit Points:


    114 (12d10 + 48)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Chimera

Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., fly 60 ft.
STR
19 (+4)
DEX
11 (+0)
CON
19 (+4)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
  • Skills Perception +8
  • Senses darkvision 60 ft., passive Perception 18
  • Languages understands Draconic but can't speak
  • Challenge CR6 (2,300 XP)

Actions


  • Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 4) bludgeoning damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Fire Breath (Recharge 5-6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
Small monstrosity, chaotic evil
  • Hit Points:


    18 (4d6 + 4)
  • Armor Class:


    14 (hide armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Chitine

Small monstrosity, chaotic evil
  • Armor Class 14 (hide armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft., climb 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Athletics +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Undercommon
  • Challenge CR1/2 (100 XP)
  • Fey Ancestry. The chitine has advantage on saving throws against being charmed, and magic can’t put the chitine to sleep.
  • Sunlight Sensitivity. While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.
  • Web Walker. The chitine ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The chitine makes three attacks with its daggers.
  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Small Aberration, Chaotic Evil
  • Hit Points:


    13 (3d6+3)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Choker

Small Aberration, Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 13 (3d6+3)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Stealth +6
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Deep Speech
  • Challenge CR1 (200 XP)
  • Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
  • Boneless. The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.
  • Spider Climb. The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The choker makes two tentacle attacks.
  • Tentacle. Melee Weapon: +5 to hit, reach 10 ft., One target. Hit: (1d4+3) Bludgeoning damage plus (1d6)Piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can’t use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can’t breathe or speak until the grapple ends.
Medium monstrosity, chaotic evil
  • Hit Points:


    66 (12d8 +12)
  • Armor Class:


    15 (studded leather armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Choldrith

Medium monstrosity, chaotic evil
  • Armor Class 15 (studded leather armor)
  • Hit Points 66 (12d8 +12)
  • Speed 30 ft., climb 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
  • Skills Athletics +5, Religion +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Undercommon
  • Challenge CR3 (700 XP)
  • Fey Ancestry. The choldrith has advantage on saving throws against being charmed, and magic can’t put the choldrith to sleep.
  • Spellcasting. The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:

    • Cantrips (at will): guidance, mending, resistance, thaumaturgy
    • 1st level (4 slots): bane, healing word, sanctuary, shield of faith
    • 2nd level (3 slots): hold person, spiritual weapon (dagger)
  • Spider Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity. While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
  • Web Walker. The choldrith ignores movement restrictions caused by webbing.

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage.
  • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one large or smaller creature. The target is restrained by webbing As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Large aberration, chaotic evil
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Chuul

Large aberration, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., swim 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
11 (+0)
CHA
5 (-3)
  • Skills Perception +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands Deep Speech but can't speak
  • Challenge CR4 (1,100 XP)
  • Amphibious. The chuul can breathe air and water.
  • Sense Magic. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions


  • Multiattack. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
  • Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage. The target is grappled, escape DC 14, if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled
  • Tentacles. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large construct, unaligned
  • Hit Points:


    133 (14d10 + 56)
  • Armor Class:


    14 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Clay Golem

Large construct, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 20 ft.
STR
20 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
  • Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands the languages of its creator but can't speak
  • Challenge CR9 (5,000 XP)
  • Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
  • Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical.

Actions


  • Multiattack. The golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic
  • Haste (Recharge 5-6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Large aberration, chaotic neutral
  • Hit Points:


    78 (12d10 + 12)
  • Armor Class:


    14 (natural armor)
  • Speed:


    10 ft., fly 40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Cloaker

Large aberration, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d10 + 12)
  • Speed 10 ft., fly 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Deep Speech, Undercommon
  • Challenge CR8 (3,900 XP)
  • Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.
  • False Appearance. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
  • Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The cloaker makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d6 + 3) piercing damage. If the target is large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
  • Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (1d8 + 3) slashing damage.
  • Moan. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.
  • Phantasms (Recharges after a Short or Long Rest). The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear. Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight. A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Huge giant, neutral good (50%) or neutral evil (50%)
  • Hit Points:


    200 (16d12 + 96)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Cloud Giant

Huge giant, neutral good (50%) or neutral evil (50%)
  • Armor Class 14 (natural armor)
  • Hit Points 200 (16d12 + 96)
  • Speed 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)
  • Saving Throws Con +10, Wis +7, Cha +7
  • Skills Insight +7, Perception +7
  • Senses passive Perception 17
  • Languages Common, Giant
  • Challenge CR9 (5,000 XP)
  • Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
  • Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

    • At will: detect magic, fog cloud, light
    • 3/day each: feather fall, fly, misty step, telekinesis
    • 1/day each: control weather, gaseous form

Actions


  • Multiattack. The giant makes two morningstar attacks.
  • Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d8 + 8) piercing damage.
  • Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: (4d10 + 8) bludgeoning damage.
Huge giant (cloud giant), chaotic neutral
  • Hit Points:


    262 (21d12 + 126)
  • Armor Class:


    15
  • Speed:


    40 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Cloud Giant Smiling One

Huge giant (cloud giant), chaotic neutral
  • Armor Class 15
  • Hit Points 262 (21d12 + 126)
  • Speed 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
17 (+3)
  • Saving Throws Con +10, Int +6, Cha +7
  • Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
  • Senses passive Perception 17
  • Languages Common, Giant
  • Challenge CR11 (7,200 XP)
  • Innate Spellcasting. The giant’s innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

    • At will: detect magic, fog cloud, light
    • 3/day each: feather fall, fly, misty step, telekinesis
    • 1/day each: control weather, gaseous form
  • Spellcasting. The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:

    • Cantrips (at will): minor illusion, prestidigitation, vicious mockery
    • 1st level (4 slots): cure wounds, disguise self, silent image, Tasha’s hideous laughter
    • 2nd level (3 slots): invisibility, suggestion
    • 3rd level (2 slots): major image, tongues
  • Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The giant makes two attacks with its morningstar.
  • Morningstar. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll
  • Rock. Ranged Weapon Attack: +12 to hit, reach 60/240 ft., one target. Hit: (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll
  • Change Shape. The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.
Small monstrosity, unaligned
  • Hit Points:


    27 (6d6 + 6)
  • Armor Class:


    11
  • Speed:


    20 ft., fly 40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Cockatrice

Small monstrosity, unaligned
  • Armor Class 11
  • Hit Points 27 (6d6 + 6)
  • Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
12 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
13 (+1)
CHA
5 (-3)
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge CR1/2 (100 XP)

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d4 + 1) piercing damage. The target must succeed on a dc 11 constitution saving throw against being magically petrified On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours
Medium humanoid (any race), any alignment
  • Hit Points:


    4 (1d8)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Commoner

Medium humanoid (any race), any alignment
  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR0 (10 XP)

Actions


  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with Mage Armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Conjurer

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with Mage Armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR6 (2,300 XP)
  • Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: • Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation • 1st level (4 slots): mage armor, magic missile, unseen servant^ • 2nd level (3 slots): cloud of daggers,^ misty step,^ web^ • 3rd level (3 slots): fireball, stinking cloud^ • 4th level (3 slots): Evard’s black tentacles,^ stoneskin • 5th level (2 slots): cloudkill,^ conjure elemental^ ^Conjuration spell of 1st level or higher
  • Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
Large beast, unaligned
  • Hit Points:


    13 (2d10 + 2)
  • Armor Class:


    12
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Constrictor Snake

Large beast, unaligned
  • Armor Class 12
  • Hit Points 13 (2d10 + 2)
  • Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Challenge CR1/4 (50 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
  • Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) bludgeoning damage. The target is grappled, escape dc 14 Until this grapple ends, the creature is restrained, and the snake can't constrict another target
Medium dragon, chaotic good
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., climb 30 ft., fly 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Copper Dragon Wyrmling

Medium dragon, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
13 (+1)
  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Damage Immunities acid
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR1 (200 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (acid breath or slowing breath)
  • Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Large Plant, Chaotic Evil
  • Hit Points:


    127 (15d10+45)
  • Armor Class:


    12
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Corpse Flower

Large Plant, Chaotic Evil
  • Armor Class 12
  • Hit Points 127 (15d10+45)
  • Speed 20 ft., climb 20 ft.
STR
14 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
15 (+2)
CHA
3 (-4)
  • Condition Immunities Blinded, deafened
  • Senses Blindsight 120 ft. (blind beyond this radius), passive Perception 12
  • Challenge CR8 (3,900 XP)
  • Corpses. When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait).
  • Spider Climb. The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Stench of Death. Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.

Actions


  • Multiattack. The corpse flower makes three tentacle attacks.
  • Tentacle. Melee Weapon: +5 to hit, reach 10 ft., One target. Hit: (2d6+2) Bludgeoning damage. and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.
  • Harvest the Dead. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.
Medium celestial, lawful good
  • Hit Points:


    97 (13d8 + 39)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., fly 90 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Couatl

Medium celestial, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., fly 90 ft.
STR
16 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
18 (+4)
  • Saving Throws Con +5, Wis +7, Cha +6
  • Damage Resistance radiant
  • Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses truesight 120 ft., passive Perception 15
  • Languages all, telepathy 120 ft.
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:

    • At will: detect evil and good, detect magic, detect thoughts
    • 3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
    • 1/day each: dream, greater restoration, scrying
  • Magic Weapons. The couatl's weapon attacks are magical.
  • Shielded Mind. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions


  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (1d6 + 5) piercing damage. The target must succeed on a dc 13 constitution saving throw or be poisoned for 24 hours Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake
  • Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one medium or smaller creature. Hit: (2d6 + 3) bludgeoning damage. The target is grappled, escape dc 15 Until this grapple ends, the target is restrained, and the couatl can't constrict another target
  • Change Shape. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).

    In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
Cow
Large beast, unaligned
  • Hit Points:


    15 (2d10 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Cow

Large beast, unaligned
  • Armor Class 10
  • Hit Points 15 (2d10 + 4)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions


  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    2 (1d4)
  • Armor Class:


    11 (natural armor)
  • Speed:


    20 ft., swim 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Crab

Tiny beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft., swim 20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
  • Skills Stealth +2
  • Senses blindsight 30 ft., passive Perception 9
  • Challenge CR0 (10 XP)
  • Amphibious. The crab can breathe air and water.

Actions


  • Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage.
Tiny beast, lawful evil
  • Hit Points:


    2 (1d4)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Cranium Rat

Tiny beast, lawful evil
  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30 ft.
STR
2 (-4)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
11 (+0)
CHA
8 (-1)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages telepathy 30 ft.
  • Challenge CR0 (10 XP)
  • Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
  • Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Tiny undead, neutral evil
  • Hit Points:


    2 (1d4)
  • Armor Class:


    12
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Crawling Claw

Tiny undead, neutral evil
  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
STR
13 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
5 (-3)
WIS
10 (+0)
CHA
4 (-3)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages understands Common but can't speak
  • Challenge CR0 (10 XP)
  • Turn Immunity. The claw is immune to effects that turn undead.

Actions


  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning or slashing damage. Claw’s choice
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft., swim 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Crocodile

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 20 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Stealth +2
  • Senses passive Perception 10
  • Challenge CR1/2 (100 XP)
  • Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage. The target is grappled, escape dc 12 Until this grapple ends, the target is restrained, and the crocodile can't bite another target
Medium humanoid (any race), any non-good alignment
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic

Medium humanoid (any race), any non-good alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:

    • Cantrips (at will): light, sacred flame, thaumaturgy
    • 1st level (4 slots): command, inflict wounds, shield of faith
    • 2nd level (3 slots): hold person, spiritual weapon

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one creature. Hit: (1d4 + 2) piercing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Dispater

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Identify*2nd level (3 slots): Hold Person, Spiritual Weapon* Cult signature spells
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the fanatic gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the fanatic takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6d8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Fierna

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Friends*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Charm Person*2nd level (3 slots): Hold Person, Spiritual Weapon, Suggestion** Cult signature spells
  • Infernal Loyalty. The fanatic has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the fanatic can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 17 temporary hit points (equal to the fanatic’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Geryon

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Shillelagh*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Wrathful Smite*2nd level (3 slots): Hold Person, Spiritual Weapon, Enhance Ability** Cult signature spells
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the fanatic gains a +1 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the fanatic takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Glasya

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Friends*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Charm Person*2nd level (3 slots): Hold Person, Spiritual Weapon, Invisibility** Cult signature spells
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the fanatic, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.

Reactions


  • Infernal Ring Leader (Leader Variant). As a reaction when the fanatic is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Levistus

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Blade Ward*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Expeditious Retreat*2nd level (3 slots): Hold Person, Spiritual Weapon, Spider Climb** Cult signature spells
  • Path of Levistus. The fanatic magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the fanatic’s hit points. This ability can be invoked as an action by the fanatic or when the fanatic would die. Once the fanatic uses it, the fanatic can’t use it again.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Mammon

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Mending*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Tenser's Floating Disk*2nd level (3 slots): Hold Person, Spiritual Weapon, Arcane Lock** Cult signature spells
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the fanatic makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the fanatic succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the fanatic chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the fanatic’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Mephistopheles

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, Fire Bolt*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Burning Hands*2nd level (3 slots): Hold Person, Spiritual Weapon, Flaming Sphere** Cult signature spells
  • Spell Shield. The fanatic gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.
  • Spell Leech (Leader Variant). As a bonus action, the fanatic chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the fanatic gains it.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    33 (6dd8+6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Cult Fanatic of Zariel

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 13 (leather armor)
  • Hit Points 33 (6dd8+6)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR2 (450 XP)
  • Dark Devotion. The fanatic has advantage on saving throws against being Charmed or Frightened.
  • Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following Cleric Spells prepared: Cantrips (at will): Light, Sacred Flame, Thaumaturgy, True Strike*1st level (4 slots): Command, Inflict Wounds, Shield of Faith, Heroism*2nd level (3 slots): Hold Person, Spiritual Weapon* Cult signature spells
  • Ferocious Surge (Recharges after a Short or Long Rest). When the fanatic hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The fanatic has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Multiattack. The fanatic makes two melee attacks.
  • Dagger (Melee). Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +4 to hit, reach 20/60 ft., One creature. Hit: (1d4+2) Piercing damage.
Medium humanoid (any race), any non-good alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist

Medium humanoid (any race), any non-good alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Actions


  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Asmodeus

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Demands of Nessus. At the start of each of the cultist’s turns, the cultist can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and the cultist regains the same number of hit points. If the cultist is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Atropus

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
  • Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 16 (3d10) necrotic damage and be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Baalzebul

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Path of Baalzebul. As a bonus action on its turn, the cultist can choose one ally it can see within 30 feet of it. Until the start of the cultist’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Balor

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Fiery Soul. This creature has Resistance to fire damage. When it dies, it explodes; each creature within 10 feet of it takes fire damage equal to its number of Hit Dice.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Baphomet

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Incite the Hunters (Recharges after a Short or Long Rest, Leader Variant). As an action, the cultist allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
  • Labyrinthine Recall. The cultist can perfectly recall any path it has traveled.
  • Unerring Tracker. As a bonus action, the cultist magically creates a psychic link with one creature it can see. For the next hour, as a bonus action the cultist learns the current distance and direction to the target if it is on the same plane of existence. The link ends if the noble is incapacitated or if it uses this ability on a different target.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Borem

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
  • Borem's Embrace (1/Day). The cultist touches one creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be coated in sticky, steaming mud. While it is coated in this way, the target’s speed is halved, it can’t use reactions, and it takes 10 (3d6) fire damage at the start of each of its turns. The effect lasts for 1 minute, until the cultist is incapacitated or dies, or until the target is immersed in water.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Demogorgon

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Two Minds of Madness. The cultist has advantage on all Intelligence, Wisdom, and Charisma saving throws.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Dispater

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the cultist gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the cultist takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Fierna

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Infernal Loyalty. The cultist has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the cultist can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 11 temporary hit points (equal to the cultist’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Fraz-Urb'luu

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Liar's Eye. The cultist has advantage on Wisdom (Insight or Perception) checks. As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Geryon

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the cultist gains a +1 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the cultist takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Glasya

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the fanatic, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.

Reactions


  • Infernal Ring Leader (Leader Variant). As a reaction when the cultist is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Goristro

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (11)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Labyrinthine Recall. This creature can perfectly recall any path it has traveled.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Graz'zt

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Joy from Pain. Whenever the cultist suffers a critical hit, it can make one melee weapon attack as a reaction.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.

Reactions


  • Master of Pleasures (Leader Variant). As a reaction when the cultist takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Haask

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Haask's Presence (1/Day). The cultist transforms into a Tiny, leech-like being and teleports onto the shoulder of a humanoid that it can see within 30 feet of it. The targeted humanoid must succeed on a DC 15 Charisma saving throw or be charmed by the cultist. While the target is charmed, the cultist has control of it on the target’s next turn. At the end of that turn, the cultist teleports to an unoccupied space it can see within 30 feet of it and returns to its normal form. The cultist can’t be targeted directly by any attack or other effect while it’s in the slug-like form, but it is subject to areas of effect as normal.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Juiblex

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Liquid Movement. As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.
  • Slimy Organs (Leader Variant). The cultist has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever the cultist suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Levistus

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Path of Levistus. The cultist magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the cultist’s hit points. This ability can be invoked as an action by the cultist or when the cultist would die. Once the cultist uses it, the cultist can’t use it again.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Mammon

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the cultist makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the cultist succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the cultist chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the cultist’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Marilith

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Serpentine Reaction. This creature can take an extra reaction each round, but this reaction can be used only to make an opportunity attack.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Mephistopheles

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Spell Shield. The cultist gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Nalfeshnee

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Condition Immunities Frightened
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Undead, Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Orcus

Medium Undead, Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Aura of Death (Leader Variant). The culrist emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the cultirst and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Undying Soul (Recharges after a Short or Long Rest). If the cultist is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Tharizdun

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage plus (Tharizdun's Spark (Recharge 6)). As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the Short-Term Madness table (see “Madness Effects” in chapter 8 of the *Dungeon Master’s Guide*) to determine the form of the madness. The affected creature can repeat the saving throw at the end of each minute, ending the effect on itself on a success.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Tyranthraxus

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Radiant Flames (1/Day). Multihued flame surrounds the cultist for 1 minute, until the cultist is incapacitated or dies, or until the cultist extinguishes the flame (no action required). While inflamed, the cultist has telepathy with a range of 30 feet, and it can teleport as a bonus action up to 30 feet to an unoccupied space it can see. In addition, every creature that starts its turn within 5 feet of the cultist must make a DC 15 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Yeenoghu

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Aura of Bloodthirst (Leader Variant). If the cultist isn’t incapacitated, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action while within 10 feet of the cultist.
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Rampage. When the cultist reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make its Gnashing Jaws attack once.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
  • Gnashing Jaws. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d4+1) Piercing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Zariel

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Ferocious Surge (Recharges after a Short or Long Rest). When the cultist hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The cultist has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Medium Humanoid (Any Race), Any Non-Good Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    12 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Cultist of Zuggtmoy

Medium Humanoid (Any Race), Any Non-Good Alignment
  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Dark Devotion. The cultist has advantage on saving throws against being Charmed or Frightened.
  • Spore Kissed. The cultist is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.

Actions


  • Scimitar. Melee Weapon: +3 to hit, reach 5 ft., One creature. Hit: (1d6+1) Slashing damage.
Huge giant, chaotic neutral
  • Hit Points:


    138 (12d12 + 60)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Cyclops

Huge giant, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.
STR
22 (+6)
DEX
11 (+0)
CON
20 (+5)
INT
8 (-1)
WIS
6 (-2)
CHA
10 (+0)
  • Senses passive Perception 8
  • Languages Giant
  • Challenge CR6 (2,300 XP)
  • Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.

Actions


  • Multiattack. The cyclops makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit: (4d10 + 6) bludgeoning damage.
Dao
Large elemental, neutral evil
  • Hit Points:


    187 (15d10 + 105)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft., burrow 30 ft., fly 30 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Dao

Large elemental, neutral evil
  • Armor Class 18 (natural armor)
  • Hit Points 187 (15d10 + 105)
  • Speed 30 ft., burrow 30 ft., fly 30 ft.
STR
23 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
12 (+1)
WIS
13 (+1)
CHA
14 (+2)
  • Saving Throws Int +5, Wis +5, Cha +6
  • Condition Immunities petrified
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Terran
  • Challenge CR11 (7,200 XP)
  • Earth Glide. The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
  • Elemental Demise. If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.
  • Innate Spellcasting. The dao’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    • At will: detect evil and good, detect magic, stone shape
    • 3/day each: passwall, move earth, tongues
    • 1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone
  • Sure-Footed. The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions


  • Multiattack. The dao makes two fist attacks or two maul attacks.
  • Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
  • Maul. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone
Small fey, chaotic neutral
  • Hit Points:


    13 (3d6 + 3)
  • Armor Class:


    14 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Darkling

Small fey, chaotic neutral
  • Armor Class 14 (leather armor)
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
  • Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
  • Languages Elvish, Sylvan
  • Challenge CR1/2 (100 XP)
  • Death Flash. When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature’s next turn.
  • Light Sensitivity. While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage
Medium fey, —
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    15 (studded leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Darkling Elder

Medium fey, —
  • Armor Class 15 (studded leather armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR
13 (+1)
DEX
17 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
  • Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Elvish, Sylvan
  • Challenge CR2 (450 XP)
  • Death Burn. When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn’t blinded.

Actions


  • Multiattack. The darkling elder makes two melee attacks.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals an extra 10 (3d6) piercing damage
  • Darkness (Recharges after a Short or Long Rest). The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.
Small monstrosity, unaligned
  • Hit Points:


    22 (5d6 + 5)
  • Armor Class:


    11
  • Speed:


    10 ft., fly 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Darkmantle

Small monstrosity, unaligned
  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed 10 ft., fly 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Stealth +3
  • Senses blindsight 60 ft., passive Perception 10
  • Challenge CR1/2 (100 XP)
  • Echolocation. The darkmantle can't use its blindsight while deafened.
  • False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions


  • Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d6 + 3) bludgeoning damage. The darkmantle attaches to the target If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

    While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.

    A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement
  • Darkness Aura (1/day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Medium monstrosity, neutral evil
  • Hit Points:


    39 (6d8 + 12)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Death Dog

Medium monstrosity, neutral evil
  • Armor Class 12
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
13 (+1)
CHA
6 (-2)
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Challenge CR1 (200 XP)
  • Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions


  • Multiattack. The dog makes two bite attacks.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5, 1d10, on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0
Large aberration, neutral evil
  • Hit Points:


    161 (17d10 + 68)
  • Armor Class:


    16 (natural armor)
  • Speed:


    0 ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR10 (5,900 XP)

Death Kiss

Large aberration, neutral evil
  • Armor Class 16 (natural armor)
  • Hit Points 161 (17d10 + 68)
  • Speed 0 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
  • Saving Throws Con +8, Wis +5
  • Skills Perception +5
  • Damage Immunities lightning
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Deep Speech, Undercommon
  • Challenge CR10 (5,900 XP)
  • Lightning Blood. A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.

Actions


  • Multiattack. The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
  • Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: (3d6 + 4) piercing damage. The target is grappled, escape dc 14, if it is a huge or smaller creature Until this grapple ends, the target is restrained, and the death kiss can’t use the same tentacle on another target. The death kiss has ten tentacles
  • Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.
Medium undead, chaotic evil
  • Hit Points:


    180 (19d8 + 95)
  • Armor Class:


    20 (plate, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Death Knight

Medium undead, chaotic evil
  • Armor Class 20 (plate, shield)
  • Hit Points 180 (19d8 + 95)
  • Speed 30 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
  • Saving Throws Dex +6, Wis +9, Cha +10
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Abyssal, Common
  • Challenge CR17 (18,000 XP)
  • Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
  • Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
  • Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared: • 1st level (4 slots): command, compelled duel, searing smite • 2nd level (3 slots): hold person, magic weapon • 3rd level (3 slots): dispel magic, elemental weapon • 4th level (3 slots): banishment, staggering smite • 5th level (2 slots): destructive wave (necrotic)
  • Undead Nature. A death knight doesn’t require air, food, drink, or sleep.

Actions


  • Multiattack. The death knight makes three longsword attacks.
  • Longsword (One-Handed). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage plus (4d8)necrotic damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (1d10 + 5) slashing damage plus (4d8)necrotic damage.
  • Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions


  • Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.
Medium aberration (shapechanger), chaotic evil
  • Hit Points:


    170 (20d8 + 80)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Death Slaad

Medium aberration (shapechanger), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
19 (+4)
INT
15 (+2)
WIS
10 (+0)
CHA
16 (+3)
  • Skills Arcana +6, Perception +8
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 18
  • Languages Slaad, telepathy 60 ft.
  • Challenge CR10 (5,900 XP)
  • Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:

    • At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image
    • 2/day each: fear, fireball, fly, tongues
    • 1/day each: cloudkill, plane shift
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
  • Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.
  • Bite (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage plus (2d6)necrotic damage.
  • Claws (Slaad Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 + 5) slashing damage plus (2d6)necrotic damage.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (2d6)necrotic damage.
Large undead, lawful evil
  • Hit Points:


    187 (25d10 + 50)
  • Armor Class:


    19 (natural armor)
  • Speed:


    o ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR14 (11,500 XP)

Death Tyrant

Large undead, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 187 (25d10 + 50)
  • Speed o ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
19 (+4)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Str +5, Con +7, Int +9, Wis +7, Cha +9
  • Skills Perception +12
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone
  • Senses darkvision 120 ft., passive Perception 22
  • Languages Deep Speech, Undercommon
  • Challenge CR14 (11,500 XP)
  • Negative Energy Cone. The death tyrant’s central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.

    Any creature in that area can’t regain hit points. Any humanoid that dies there becomes a zombie under the tyrant’s command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn’t been completely destroyed.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4d6) piercing damage.
  • Eye Rays. The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it
  • 1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the tyrant for 1 hour, or until the beholder harms the creature.
  • 2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the tyrant moves it up to 30 feet in any direction. The target is restrained by the ray’s telekinetic grip until the start of the tyrant’s next turn or until the tyrant is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  • 7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  • 8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  • 9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  • 10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions


Death Tyrant can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Death Tyrant regains spent legendary actions at the start of their turn.
  • Eye Ray.The death tyrant uses one random eye ray.
Medium Undead, Neutral Evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Deathlock

Medium Undead, Neutral Evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Int +4, Cha +5
  • Damage Resistance Necrotic; blugeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages The languages it knew in life
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, eldritch blast, mage hand1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (2d6+2) Necrotic damage.
Medium Undead, Neutral Evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Deathlock (Archfey Patron)

Medium Undead, Neutral Evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Int +4, Cha +5
  • Skills Necrotic; blugeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages The languages it knew in life
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, eldritch blast, mage hand1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climbYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (2d6+2) Necrotic damage.
Medium Undead, Neutral Evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Deathlock (Fiend Patron)

Medium Undead, Neutral Evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Int +4, Cha +5
  • Skills Necrotic; blugeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages The languages it knew in life
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, eldritch blast, mage hand1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climbYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (2d6+2) Necrotic damage.
Medium Undead, Neutral Evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Deathlock (Great Old One Patron)

Medium Undead, Neutral Evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Int +4, Cha +5
  • Skills Necrotic; blugeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages The languages it knew in life
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, eldritch blast, mage hand1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climbYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha’s hideous laughter, phantasmal force
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (2d6+2) Necrotic damage.
Medium Undead, Neutral Evil
  • Hit Points:


    110 (20d8+20)
  • Armor Class:


    13 (16 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Deathlock Mastermind

Medium Undead, Neutral Evil
  • Armor Class 13 (16 with mage armor)
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
  • Saving Throws Int +5, Cha +6
  • Skills Arcana +5, History +5, Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 120 ft. (including magical darkness), passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR8 (3,900 XP)
  • Innate Spellcasting. Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, mage hand, minor illusion, poison spray1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (3d6+3) Necrotic damage.
  • Grave Bolts. Ranged Spell: +6 to hit, reach 120 ft., One or two targets. Hit: (4d8) Necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Medium Undead, Neutral Evil
  • Hit Points:


    110 (20d8+20)
  • Armor Class:


    13 (16 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Deathlock Mastermind (Archfey Patron)

Medium Undead, Neutral Evil
  • Armor Class 13 (16 with mage armor)
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
  • Saving Throws Int +5, Cha +6
  • Skills Arcana +5, History +5, Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 120 ft. (including magical darkness), passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR8 (3,900 XP)
  • Innate Spellcasting. Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, mage hand, minor illusion, poison spray1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibilityYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (3d6+3) Necrotic damage.
  • Grave Bolts. Ranged Spell: +6 to hit, reach 120 ft., One or two targets. Hit: (4d8) Necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Medium Undead, Neutral Evil
  • Hit Points:


    110 (20d8+20)
  • Armor Class:


    13 (16 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Deathlock Mastermind (Fiend Patron)

Medium Undead, Neutral Evil
  • Armor Class 13 (16 with mage armor)
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
  • Saving Throws Int +5, Cha +6
  • Skills Arcana +5, History +5, Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 120 ft. (including magical darkness), passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR8 (3,900 XP)
  • Innate Spellcasting. Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, mage hand, minor illusion, poison spray1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibilityYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (3d6+3) Necrotic damage.
  • Grave Bolts. Ranged Spell: +6 to hit, reach 120 ft., One or two targets. Hit: (4d8) Necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Medium Undead, Neutral Evil
  • Hit Points:


    110 (20d8+20)
  • Armor Class:


    13 (16 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Deathlock Mastermind (Great Old One Patron)

Medium Undead, Neutral Evil
  • Armor Class 13 (16 with mage armor)
  • Hit Points 110 (20d8+20)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
17 (+3)
  • Saving Throws Int +5, Cha +6
  • Skills Arcana +5, History +5, Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 120 ft. (including magical darkness), passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR8 (3,900 XP)
  • Innate Spellcasting. Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:At will: detect magic, disguise self, mage armor
  • Spellcasting. The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, mage hand, minor illusion, poison spray1st–5th level (2 5th-level slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibilityYou can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron.Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard’s black tentacles, hunger of Hadar, phantasmal force, sending, Tasha’s hideous laughter, telekinesis
  • Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead.

Actions


  • Deathly Claw. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (3d6+3) Necrotic damage.
  • Grave Bolts. Ranged Spell: +6 to hit, reach 120 ft., One or two targets. Hit: (4d8) Necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.
Medium Undead, Neutral Evil
  • Hit Points:


    37 (5d8+15)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Deathlock Wight

Medium Undead, Neutral Evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 37 (5d8+15)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Wis +4
  • Skills Arcana +3, Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, poisoned
  • Senses Darkvision 60 ft, passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR3 (700 XP)
  • Innate Spellcasting. The wight’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:At will: detect magic, disguise self, mage armor1/day each: fear, hold person, misty step
  • Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The wight attacks twice with Grave Bolt.
  • Grave Bolts. Ranged Spell: +5 to hit, reach 120 ft., One target. Hit: (1d8+3) Necrotic damage.
  • Life Drain. Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (2d6+2) Necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Small humanoid (gnome), neutral good
  • Hit Points:


    16 (3d6 + 6)
  • Armor Class:


    15 (chain shirt)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Deep Gnome (Svirfneblin)

Small humanoid (gnome), neutral good
  • Armor Class 15 (chain shirt)
  • Hit Points 16 (3d6 + 6)
  • Speed 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
9 (-1)
  • Skills Investigation +3, Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Gnomish, Terran, Undercommon
  • Challenge CR1/2 (100 XP)
  • Stone Camouflage. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Gnome Cunning. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Innate Spellcasting. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: • At will: nondetection (self only) • 1/day each: blindness deafness, blur, disguise self

Actions


  • War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Poisoned Dart. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one creature. Hit: (1d4 + 2) piercing damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium beast, unaligned
  • Hit Points:


    13 (2d8 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Deep Rothe

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
  • Innate Spellcasting. The deep rothé’s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.

Actions


  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Medium humanoid (shapechanger), neutral evil
  • Hit Points:


    67 (9d8 + 27)
  • Armor Class:


    11
  • Speed:


    30 ft., (20 ft. and swim 40 ft. in hybrid form)
  • Challenge Rating:


    CR3 (700 XP)

Deep Scion

Medium humanoid (shapechanger), neutral evil
  • Armor Class 11
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft., (20 ft. and swim 40 ft. in hybrid form)
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Saving Throws Wis +3, Cha +4
  • Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Aquan, Common, theives' cant
  • Challenge CR3 (700 XP)
  • Shapechanger. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
  • Amphibious (Hybrid Form Only). The deep scion can breathe air and water.

Actions


  • Multiattack. In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.
  • Battleaxe (Humanoid Form Only; One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Battleaxe (Humanoid Form Only; Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage.
  • Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4 + 4) piercing damage.
  • Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.
  • Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest). The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion’s next turn. In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.
Medium beast, unaligned
  • Hit Points:


    4 (1d8)
  • Armor Class:


    13
  • Speed:


    50 ft.
  • Challenge Rating:


    CR0 (10 XP)

Deer

Medium beast, unaligned
  • Armor Class 13
  • Hit Points 4 (1d8)
  • Speed 50 ft.
STR
11 (+0)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
14 (+2)
CHA
5 (-3)
  • Senses passive Perception 12
  • Challenge CR0 (10 XP)

Actions


  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.
Medium beast, unaligned
  • Hit Points:


    26 (4d8 + 8)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Deinonychus

Medium beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft.
STR
15 (+2)
DEX
15 (+2)
CON
14 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge CR1 (200 XP)
  • Pounce. If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.

Actions


  • Multiattack. The deinonychus makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.
Tiny undead, neutral evil
  • Hit Points:


    80 (32d4)
  • Armor Class:


    20 (natural armor)
  • Speed:


    0 ft., fly 30 ft.
  • Challenge Rating:


    CR18 (20,000 XP)

Demilich

Tiny undead, neutral evil
  • Armor Class 20 (natural armor)
  • Hit Points 80 (32d4)
  • Speed 0 ft., fly 30 ft.
STR
1 (-5)
DEX
20 (+5)
CON
10 (+0)
INT
20 (+5)
WIS
17 (+3)
CHA
20 (+5)
  • Saving Throws Con +6, Int +11, Wis +9, Cha +11
  • Damage Resistance bludgeoning, piercing, and slashing from magic weapons
  • Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
  • Senses truesight 120 ft., passive Perception 13
  • Challenge CR18 (20,000 XP)
  • Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.
  • Turn Immunity. The demilich is immune to effects that turn undead.

Actions


  • Howl (Recharge 5–6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.
  • Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions


Demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Demilich regains spent legendary actions at the start of their turn.
  • Flight.The demilich flies up to half its flying speed.
  • Cloud of Dust.The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
  • Energy Drain (Costs 2 Actions).Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.
  • Vile Curse (Costs 3 Actions).The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    406 (28d12+224)
  • Armor Class:


    22 (natural armor)
  • Speed:


    50 ft., swim 50ft.
  • Challenge Rating:


    CR26 (90,000 XP)

Demogorgon

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 22 (natural armor)
  • Hit Points 406 (28d12+224)
  • Speed 50 ft., swim 50ft.
STR
29 (+9)
DEX
14 (+2)
CON
26 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
25 (+7)
  • Saving Throws Dex +10, Con +16, Wis +11, Cha +15
  • Skills Insight +11, Perception +19
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 29
  • Languages All, telepathy 120 ft.
  • Challenge CR26 (90,000 XP)
  • Innate Spellcasting. Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components: At will: detect magic, major image 3/day each: dispel magic, fear, telekinesis 1/day each: feeblemind, project image
  • Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Demogorgon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Demogorgon's weapon attacks are magical.
  • Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned or knocked unconcious.

Actions


  • Multiattack. Demogorgon makes two tentacle attacks.
  • Tentacle. Melee Weapon: +17 to hit, reach 10 ft., One target. Hit: (3d12+9) Bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • Gaze. Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save. If the target fails the save, the target suffers one of the following effects of Demogorgon’s choice or at random:
    1. Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight.
    2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can’t use his Maddening Gaze legendary action until the start of his next turn.
    3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell.
  • Tail (Legendary Action Only). Melee Weapon: +17 to hit, reach 15 ft., One target. Hit: (2d10+9) Bludgeoning damage plus (2d10)Necrotic damage.

Legendary Actions


Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Demogorgon regains spent legendary actions at the start of their turn.
  • Tail.Demogorgon makes a tail attack.
  • Maddening Gaze.Demogorgon uses his Gaze action and must choose either the Beguiling Gaze or the Insanity Gaze effect.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Baphomet

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Horned One’s Call. When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.
  • Labyrinthine Recall. The cultist can perfectly recall any path it has traveled.
  • Unerring Tracker. As a bonus action, the cultist magically creates a psychic link with one creature it can see. For the next hour, as a bonus action the cultist learns the current distance and direction to the target if it is on the same plane of existence. The link ends if the noble is incapacitated or if it uses this ability on a different target.
  • Incite the Hunters (Recharges after a Short or Long Rest, Leader Variant). As an action, the cultist allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Demogorgon

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Two Minds of Madness. This creature has advantage on all Intelligence, Wisdom, and Charisma saving throws.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Fraz-Urb'luu

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +7
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +8
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Liar's Eye. This creature has advantage on Wisdom (Insight or Perception) checks.As a bonus action, it automatically detects the location of all illusions and hidden creatures within 15 feet of it.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Graz'zt

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +8
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +9
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

Reactions


  • Joy from Pain. Whenever this creature suffers a critical hit, it can make one melee weapon attack as a reaction.
  • Master of Pleasures (Leader Variant). As a reaction when this creature takes damage, it can magically grant 5 temporary hit points to itself and up to three allies within 30 feet of it.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Juiblex

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +9
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +10
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Slimy Organs. This creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.Whenever this creature suffers a critical hit or is reduced to 0 hit points, all creatures within 5 feet of it take acid damage equal to its number of Hit Dice.
  • Liquid Movement (Leader Variant). As an action, the cultist can move up to 20 feet through spaces no more than an inch in diameter. It must end this movement in a space that can accommodate its full size. Otherwise, it takes 5 force damage and returns to the space where it began this movement.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Orcus

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Spawn of the Grave. At the end of each of the cambion’s turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion⁠ isn’t incapacitated. In addition, this cambion⁠ can use its Innate Spellcasting ability to cast animate dead three times per day..
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Undying Soul (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately makes a DC 10 Constitution saving throw. If it succeeds, it is instead reduced to 1 hit point.
  • Aura of Death (Leader Variant). This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance⁠ to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Yeenoghu

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +10
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +11
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make its Gnashing Jaws attack once.
  • Aura of Bloodthirst (Cult Leader Variant). If this creature isn’t incapacitated, any creature with the Rampage trait can make its Gnashing Jaws attack as a bonus action while within 10 feet of this creature.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
  • Gnashing Jaws. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d4+4) Piercing damage.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Demonic Cambion of Zuggtmoy

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +11
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +12
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Small Humanoid (Derro), Chaotic Evil
  • Hit Points:


    13 (3d6+3)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Derro

Small Humanoid (Derro), Chaotic Evil
  • Armor Class 13 (leather armor)
  • Hit Points 13 (3d6+3)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
5 (-3)
CHA
9 (-1)
  • Skills Stealth +4
  • Senses Darkvision 120ft., passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge CR1/4 (50 XP)
  • Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
  • Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Hooked Spear. Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d6) Piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.
  • Light Crossbow. Ranged Weapon: +4 to hit, reach 80/320 ft., One target. Hit: (1d8+2) Piercing damage.
Small Humanoid (Derro), Chaotic Evil
  • Hit Points:


    36 (8d6+8)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Derro Savant

Small Humanoid (Derro), Chaotic Evil
  • Armor Class 13 (leather armor)
  • Hit Points 36 (8d6+8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
5 (-3)
CHA
14 (+2)
  • Skills Stealth +4
  • Senses Darkvision 120ft., passive Perception 7
  • Languages Dwarvish, Undercommon
  • Challenge CR3 (700 XP)
  • Magic Resistance. The derro savant has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells: Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost 1st level (4 slots): burning hands, chromatic orb, sleep 2nd level (3 slots): invisibility, spider climb 3rd level (2 slots): lightning bolt
  • Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Quarterstaff (One-Handed). Melee Weapon: +1 to hit, reach 5 ft. , One target. Hit: (1d6-1) Bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon: +1 to hit, reach 5 ft. , One target. Hit: (1d8-1) Bludgeoning damage.
Medium celestial, lawful good
  • Hit Points:


    136 (16d8 + 64)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 90 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Deva

Medium celestial, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft., fly 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
20 (+5)
CHA
20 (+5)
  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Perception +9
  • Damage Resistance radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge CR10 (5,900 XP)
  • Angelic Weapons. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
  • Innate Spellcasting. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

    • At will: detect evil and good
    • 1/day each: commune, raise dead
  • Magic Resistance. The deva has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The deva makes two melee attacks.
  • Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage plus (4d8)radiant damage.
  • Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
  • Change Shape. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).

    In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Large fiend, chaotic evil
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Devourer

Large fiend, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
10 (+0)
CHA
16 (+3)
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR13 (10,000 XP)

Actions


  • Multiattack. The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (6d6)necrotic damage.
  • Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer’s ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.
  • Soul Rend (Recharge 6). The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.
Medium Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    119 (14d8+56)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Dhergoloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 15 (natural armor)
  • Hit Points 119 (14d8+56)
  • Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
7 (-2)
WIS
10 (+0)
CHA
9 (-1)
  • Saving Throws Str +6
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR7 (2,900 XP)
  • Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The dhergoloth’s weapon attacks are magical.
  • Innate Spellcasting. Innate Spellcasting. The dhergoloth’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:At will: darkness, fear3/day: sleep

Actions


  • Multiattack. The dhergoloth makes two claw attacks.
  • Claw. Melee Weapon: +6 to hit, reach 5 ft., One creature. Hit: (2d8+3) Slashing damage.
  • Flailing Claws (Recharge 5-6). Each creature within 5 ft. during its movement.. Hit: (3d12+3) Slashing damage. The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.
  • Teleport. The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Medium beast, unaligned
  • Hit Points:


    19 (3d8 + 6)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft., swim 20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Dimetrodon

Medium beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft., swim 20 ft.
STR
14 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge CR1/4 (50 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage.
Huge Giant, Chaotic Evil
  • Hit Points:


    172 (15d12+75)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Dire Troll

Huge Giant, Chaotic Evil
  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12+75)
  • Speed 40 ft.
STR
22 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
9 (-1)
WIS
11 (+0)
CHA
5 (-3)
  • Saving Throws Wis +5, Cha +2
  • Skills Perception +5
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Frightened, poisoned
  • Senses Darkvision 60 ft., passive Perception 15
  • Languages Giant
  • Challenge CR13 (10,000 XP)
  • Keen Senses. The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.
  • Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.

Actions


  • Multiattack. The troll makes five attacks: one with its bite and four with its claws.
  • Bite. Melee Weapon: +11 to hit, reach 10 ft., One target. Hit: (1d8+6) Piercing damage plus (1d10)poison damage.
  • Claws. Melee Weapon: +11 to hit, reach 10 ft., One creature. Hit: (3d6+6) Slashing damage.
  • Whirlwind of Claws. reach 10 ft., Each creature within 10 ft.. Hit: (8d10) Slashing damage. Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
  • Hit Points:


    37 (5d10 + 10)
  • Armor Class:


    14 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1 (200 XP)

Dire Wolf

Large beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 37 (5d10 + 10)
  • Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge CR1 (200 XP)
  • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Small beast, unaligned
  • Hit Points:


    7 (2d6)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Diseased Giant Rat

Small beast, unaligned
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge CR1/8 (25 XP)
  • Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3, 1d6, every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies
Large monstrosity, lawful evil
  • Hit Points:


    85 (10d10 + 30)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Displacer Beast

Large monstrosity, lawful evil
  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge CR3 (700 XP)
  • Avoidance. If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Displacement. The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.

Actions


  • Multiattack. The displacer beast makes two attacks with its tentacles.
  • Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d6 + 4) bludgeoning damage plus (1d6)piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    67 (15d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Diviner

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 67 (15d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +7, Wis +4
  • Skills Arcana +7, History +7
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR8 (3,900 XP)
  • Spellcasting. The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:

    • Cantrips (at will): fire bolt, light, mage hand, message, true strike
    • 1st level (4 slots): detect magic,^ feather fall, mage armor
    • 2nd level (3 slots): detect thoughts,^ locate object,^ scorching ray
    • 3rd level (3 slots): clairvoyance,^ fly, fireball
    • 4th level (3 slots): arcane eye,^ ice storm, stoneskin
    • 5th level (2 slots): Rary’s telepathic bond,^ scrying^
    • 6th level (1 slot): mass suggestion, true seeing^
    • 7th level (1 slot): delayed blast fireball, teleport
    • 8th level (1 slot): maze
    ^Divination spell of 1st level or higher
  • Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher). When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.

Actions


  • Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.
  • Scorching Ray. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The diviner creates three rays when it casts this spell and it can hurl them at one or several targets in range
Large elemental, chaotic good
  • Hit Points:


    161 (14d10 + 84)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 90 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Djinni

Large elemental, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 161 (14d10 + 84)
  • Speed 30 ft., fly 90 ft.
STR
21 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
  • Saving Throws Dex +6, Wis +7, Cha +9
  • Damage Immunities lightning, thunder
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Auran
  • Challenge CR11 (7,200 XP)
  • Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
  • Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    • At will: detect evil and good, detect magic, thunderwave
    • 3/day each: create food and water (can create wine instead of water), tongues, wind walk
    • 1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift

Actions


  • Multiattack. The djinni makes three scimitar attacks.
  • Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage plus (1d6)lightning or thunder damage. The djinni chooses either lightning or thunder when it makes the attack
  • Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

    A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (natural armor)
  • Speed:


    0 ft., swim 60 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Dolphin

Medium beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Languages -
  • Challenge CR1/8 (25 XP)
  • Charge. If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.
  • Hold Breath. The dolphin can hold its breath for 20 minutes.

Actions


  • Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
Medium monstrosity (shapechanger), neutral
  • Hit Points:


    52 (8d8 + 16)
  • Armor Class:


    14
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Doppelganger

Medium monstrosity (shapechanger), neutral
  • Armor Class 14
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Deception +6, Insight +3
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge CR3 (700 XP)
  • Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Ambusher. In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it has surprised.
  • Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions


  • Multiattack. The doppelganger makes two melee attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning damage.
  • Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Huge undead, lawful evil
  • Hit Points:


    225 (18d12 + 108)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., burrow 30 ft., fly 80 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Dracolich (Template)

Huge undead, lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Perception +12, Stealth +5
  • Damage Resistance necrotic
  • Damage Immunities lightning, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge CR17 (18,000 XP)

Actions


Large fiend (demon), chaotic evil
  • Hit Points:


    123 (13d10 + 52)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Draegloth

Large fiend (demon), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
11 (+0)
CHA
11 (+0)
  • Skills Perception +3, Stealth +5
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Abyssal, Elvish, Undercommon
  • Challenge CR7 (2,900 XP)
  • Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The draegloth’s innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:

    • At will: darkness
    • 1/day each: confusion, dancing lights, faerie fire

Actions


  • Multiattack. The draegloth makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (2d10 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) slashing damage.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    10
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Draft Horse

Large beast, unaligned
  • Armor Class 10
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
  • Senses passive Perception 10
  • Challenge CR1/4 (50 XP)

Actions


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) bludgeoning damage.
Gargantuan dragon, neutral
  • Hit Points:


    341 (22d20 + 110)
  • Armor Class:


    20 (natural armor)
  • Speed:


    20 ft., swim 40 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Dragon Turtle

Gargantuan dragon, neutral
  • Armor Class 20 (natural armor)
  • Hit Points 341 (22d20 + 110)
  • Speed 20 ft., swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
  • Saving Throws Dex +6, Con +11, Wis +7
  • Damage Resistance fire
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Aquan, Draconic
  • Challenge CR17 (18,000 XP)
  • Amphibious. The dragon turtle can breathe air and water.

Actions


  • Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
  • Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (3d12 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (2d8 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone
  • Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Small fiend (demon), chaotic evil
  • Hit Points:


    18 (4d6 + 4)
  • Armor Class:


    11 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Dretch

Small fiend (demon), chaotic evil
  • Armor Class 11 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 20 ft.
STR
11 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
5 (-3)
WIS
8 (-1)
CHA
3 (-4)
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
  • Challenge CR1/4 (50 XP)

Actions


  • Multiattack. The dretch makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4) slashing damage.
  • Fetid Cloud (1/Day). A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Large monstrosity, chaotic evil
  • Hit Points:


    123 (13d10 + 52)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Drider

Large monstrosity, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)
  • Skills Perception +5, Stealth +9
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Elvish, Undercommon
  • Challenge CR6 (2,300 XP)
  • Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
  • Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

    • At will: dancing lights
    • 1/day each: darkness, faerie fire
  • Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Walker. The drider ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4) piercing damage plus (2d8)poison damage.
  • Longsword (One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8)poison damage.
Large monstrosity, chaotic evil
  • Hit Points:


    123 (13d10 + 52)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Drider Spellcaster

Large monstrosity, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
12 (+1)
  • Skills Perception +5, Stealth +9
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Elvish, Undercommon
  • Challenge CR6 (2,300 XP)
  • Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
  • Innate Spellcasting. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/day each: darkness, faerie fire
  • Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list: • Cantrips (at will): poison spray, thaumaturgy • 1st level (4 slots): bane, detect magic, sanctuary • 2nd level (3 slots): hold person, silence • 3rd level (3 slots): clairvoyance, dispel magic • 4th level (2 slots): divination, freedom of movement
  • Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Walker. The drider ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4) piercing damage plus (2d8)poison damage.
  • Longsword (One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8)poison damage.
Medium humanoid (elf), neutral evil
  • Hit Points:


    13 (3d8)
  • Armor Class:


    15 (chain shirt)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Drow

Medium humanoid (elf), neutral evil
  • Armor Class 15 (chain shirt)
  • Hit Points 13 (3d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Elvish, Undercommon
  • Challenge CR1/4 (50 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
  • Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:

    • At will: dancing lights
    • 1/day each: darkness, faerie fire
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage. The target must succeed on a dc 13 constitution saving throw or be poisoned for 1 hour If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    162 (25d8+50)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Drow Arachnomancer

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 15 (studded leather)
  • Hit Points 162 (25d8+50)
  • Speed 30 ft., climb 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Con +7, Int +9, Cha +8
  • Skills Arcana +9, Nature +9, Perception +7, Stealth +8
  • Damage Resistance Poison
  • Senses Blindsight 10 ft., Darkvision 120 ft., passive Perception 17
  • Languages Elvish, Undercommon, can speak with spiders
  • Challenge CR13 (10,000 XP)
  • Change Shape (Recharges after a Short or Long Rest). The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can’t activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
  • Spellcasting. The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray1st–5th level (3 5th-level slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt1/day each: dominate monster, etherealness, eyebite
  • Spider Climb. The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Walker. The drow ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.
  • Poisonous Touch (Humanoid Form Only). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (8d6) Poison damage.
  • Bite (Giant Spider Form Only). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d8+3) Piercing damage plus (4d12)Poison damage. The target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Web (Giant Spider Form Only; Recharge 5–6). Ranged Weapon: +8 to hit, reach 30/60, One target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Medium humanoid (elf), neutral evil
  • Hit Points:


    71 (11d8 + 22)
  • Armor Class:


    18 (studded leather, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Drow Elite Warrior

Medium humanoid (elf), neutral evil
  • Armor Class 18 (studded leather, shield)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
  • Saving Throws Dex +7, Con +5, Wis +4
  • Skills Perception +4, Stealth +10
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Elvish, Undercommon
  • Challenge CR5 (1,800 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
  • Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

    • At will: dancing lights
    • 1/day each: darkness, faerie fire, levitate (self only)
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The drow makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage plus (3d6)poison damage.
  • Hand Crossbow. Ranged Weapon Attack: +7 to hit, reach 30/120 ft., one target. Hit: (1d6 + 4) piercing damage. The target must succeed on a dc 13 constitution saving throw or be poisoned for 1 hour If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake

Reactions


  • Parry. The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    225 (30d8+90)
  • Armor Class:


    15 (18 with mage armor)
  • Speed:


    30 ft
  • Challenge Rating:


    CR18 (20,000 XP)

Drow Favored Consort

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 15 (18 with mage armor)
  • Hit Points 225 (30d8+90)
  • Speed 30 ft
STR
15 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +11, Con +9, Cha +10
  • Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11
  • Senses Darkvision 120 ft., passive Perception 18
  • Languages Elvish, Undercommon
  • Challenge CR18 (20,000 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
  • Spellcasting. The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost1st level (4 slots): burning hands, mage armor, magic missile, shield2nd level (3 slots): gust of wind, invisibility, misty step, shatter3rd level (3 slots): counterspell, fireball, haste4th level (3 slots): dimension door, Otiluke’s resilient sphere5th level (2 slots): cone of cold6th level (1 slot): chain lightning
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • War Magic. When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.

Actions


  • Multiattack. The drow makes three scimitar attacks.
  • Scimitar. Melee Weapon: +11 to hit, reach 5 ft., One target. Hit: (1d6+5) Slashing damage plus (4d8)Poison damage. Hit: The target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow’s next turn.
  • Hand Crossbow. Ranged Weapon: +11 to hit, reach 30/120 ft., One target. Hit: (1d6+5) Piercing damage. Hit: The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    162 (25d8+50)
  • Armor Class:


    16 (chain mail)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Drow House Captain

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 16 (chain mail)
  • Hit Points 162 (25d8+50)
  • Speed 30 ft.
STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
  • Saving Throws Dex +8, Con +6, Wis +6
  • Skills Perception +6, Stealth +8
  • Senses Darkvision 120 ft., passive Perception 16
  • Languages Elvish, Undercommon
  • Challenge CR9 (5,000 XP)
  • Battle Command. As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.
  • Scimitar. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d6+4) Slashing damage plus (4d6)Poison damage.
  • Whip. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (1d4+4) Slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.
  • Hand Crossbow. Ranged Weapon: +7 to hit, reach 30/120 ft., One target. Hit: (1d6+4) Piercing damage. Hit: The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Reactions


  • Parry. The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    143 (22d8+44)
  • Armor Class:


    16 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Drow Inquisitor

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 16 (breastplate)
  • Hit Points 143 (22d8+44)
  • Speed 30 ft.
STR
12 (+0)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
21 (+5)
CHA
20 (+5)
  • Saving Throws Con +7, Wis +10, Cha +10
  • Skills Insight +10, Perception +10, Religion +8, Stealth +7
  • Condition Immunities Frightened
  • Senses Darkvision 120 ft., passive Perception 20
  • Languages Elvish, Undercommon
  • Challenge CR14 (11,500 XP)
  • Discern Lie. The drow knows when she hears a creature speak a lie in a language she knows.
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:At will: dancing lights, detect magic1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
  • Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy1st level (4 slots): bane, cure wounds, inflict wounds2nd level (3 slots): blindness/deafness, silence, spiritual weapon3rd level (3 slots): bestow curse, dispel magic, magic circle4th level (3 slots): banishment, divination, freedom of movement5th level (2 slots): contagion, dispel evil and good, insect plague6th level (1 slot): harm, true seeing
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The drow makes three death lance attacks.
  • Death Lance. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d6+5) Piercing damage plus (4d8)Necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • Summon Demon (1/Day) (Variant). The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium humanoid (elf), neutral evil
  • Hit Points:


    45 (10d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Drow Mage

Medium humanoid (elf), neutral evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 45 (10d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
17 (+3)
WIS
13 (+1)
CHA
12 (+1)
  • Skills Arcana +6, Deception +5, Perception +4, Stealth +5
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Elvish, Undercommon
  • Challenge CR7 (2,900 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
  • Innate Spellcasting. The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

    • At will: dancing lights
    • 1/day each: darkness, faerie fire, levitate (self only)
  • Spellcasting. The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:

    • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
    • 1st level (4 slots): mage armor, magic missile, shield, witch bolt
    • 2nd level (3 slots): alter self, misty step, web
    • 3rd level (3 slots): fly, lightning bolt
    • 4th level (3 slots): Evard’s black tentacles, greater invisibility
    • 5th level (2 slots): cloudkill
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. The target's speed is reduced by 10 feet until the start of the evoker's next turn
  • Staff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage plus (1d6)poison damage.
  • Staff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage plus (1d6)poison damage.
  • Witch Bolt. Ranged Spell Attack: +6 to hit, reach 30 ft., one creature. Hit: (1d12) lightning damage. On each of the drow's turns for the duration, the drow can use its action to deal 1d12 damage to the target automatically. The spell ends if the drow uses its action to do anything else, if the target is outside the spell's range, or if the target has total cover from the drow
  • Summon Demon (1/Day). The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 percent chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    262 (35d8+105)
  • Armor Class:


    17 (half plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Drow Matron Mother

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 17 (half plate)
  • Hit Points 262 (35d8+105)
  • Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
21 (+5)
CHA
22 (+6)
  • Saving Throws Con +9, Wis +11, Cha +12
  • Skills Insight +11, Perception +11, Religion +9, Stealth +10
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 21
  • Languages Elvish, Undercommon
  • Challenge CR20 (25,000 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:At will: dancing lights, detect magic1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion
  • Lolth’s Fickle Favor. As a bonus action, the matron can bestow the Spider Queen’s blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.
  • Magic Resistance. The drow has advantage on saving throws against spells and other magical effects.
  • Spellcasting. The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy1st level (4 slots): bane, command, cure wounds, guiding bolt2nd level (3 slots): hold person, silence, spiritual weapon3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith5th level (3 slots): contagion, flame strike, geas, mass cure wounds6th level (2 slots): blade barrier, harm7th level (2 slots): divine word, plane shift8th level (1 slot): holy aura9th level (1 slot): gate
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The matron mother makes two demon staff attacks or three tentacle rod attacks.
  • Demon Staff (One Handed). Melee Weapon: +10 to hit, reach 5 ft., One target. Hit: (1d6+4) Bludgeoning damage plus (4d6)Psychic damage. Hit: The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Demon Staff (Two Handed). Melee Weapon: +10 to hit, reach 5 ft., One target. Hit: (1d8+4) Bludgeoning damage plus (4d6)Psychic damage. Hit: The target must succeed on a DC 19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Tentacle Rod. Melee Weapon: +9 to hit, reach 15 ft., One target. Hit: (1d6) Bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
  • Summon Servant (1/Day). The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Legendary Actions


Drow Matron Mother can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Drow Matron Mother regains spent legendary actions at the start of their turn.
  • Demon Staff.The drow makes one attack with her demon staff.
  • Compel Demon (Costs 2 Actions).An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow’s choice that she can see.
  • Cast a Spell (Costs 1–3 Actions).The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.
Medium humanoid (elf), neutral evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    16 (scale mail)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Drow Priestess of Lolth

Medium humanoid (elf), neutral evil
  • Armor Class 16 (scale mail)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
18 (+4)
  • Saving Throws Con +4, Wis +6, Cha +7
  • Skills Insight +6, Perception +6, Religion +4, Stealth +5
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Elvish, Undercommon
  • Challenge CR8 (3,900 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

    • At will: dancing lights
    • 1/day each: darkness, faerie fire, levitate (self only)
  • Spellcasting. The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:

    • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
    • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
    • 2nd level (3 slots): lesser restoration, protection from poison, web
    • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
    • 4th level (3 slots): divination, freedom of movement
    • 5th level (2 slots): insect plague, mass cure wounds
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The drow makes two scourge attacks.
  • Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage plus (5d6)poison damage.
  • Ray of Sickness. Ranged Spell Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d8) poison damage. The target must succeed on a dc 14 constitution saving throw or it is poisoned until the end of the drow's next turn
  • Summon Demon (1/Day). The drow attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium Humanoid (Elf), Neutral Evil
  • Hit Points:


    150 (20d8+60)
  • Armor Class:


    17 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Drow Shadowblade

Medium Humanoid (Elf), Neutral Evil
  • Armor Class 17 (studded leather)
  • Hit Points 150 (20d8+60)
  • Speed 30 ft.
STR
14 (+2)
DEX
21 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
  • Saving Throws Dex +9, Con +7, Wis +6
  • Skills Perception +6, Stealth +9
  • Senses Darkvision 120 ft., passive Perception 16
  • Languages Elvish, Undercommon
  • Challenge CR11 (7,200 XP)
  • Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
  • Innate Spellcasting. The drow’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: dancing lights1/day each: darkness, faerie fire, levitate (self only)
  • Shadow Step. While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.
  • Shadow Sword. Melee Weapon: +9 to hit, reach 5 ft., One target. Hit: (1d6+5) Piercing damage plus (3d6)Necrotic damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.
  • Hand Crossbow. Ranged Weapon: +9 to hit, reach 30/120 ft., One target. Hit: (1d6+5) piercing damage. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.
  • Summon Shadow Demon (1/Day) (Variant). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium humanoid (any race), any alignment
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    11 (16 with barkskin)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Druid

Medium humanoid (any race), any alignment
  • Armor Class 11 (16 with barkskin)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
11 (+0)
  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Druidic plus any two languages
  • Challenge CR2 (450 XP)
  • Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

    • Cantrips (at will): druidcraft, produce flame, shillelagh
    • 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
    • 2nd level (3 slots): animal messenger, barkskin

Actions


  • Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8) bludgeoning damage.
  • Quarterstaff (with Shillelagh). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage.
  • Produce Flame. Ranged Spell Attack: +4 to hit, reach 30 ft., one creature. Hit: (1d8) fire damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (5d8+5)
  • Armor Class:


    11 (16 with barkskin)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Druid of Zuggtmoy

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 11 (16 with barkskin)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
13 (+1)
INT
12 (+1)
WIS
15 (+2)
CHA
11 (+0)
  • Skills Medicine +4, Nature +3, Perception +4
  • Senses passive Perception 14
  • Languages Druidic plus any two languages
  • Challenge CR2 (450 XP)
  • Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared: Cantrips (at will): druidcraft, produce flame, shillelagh1st level (4 slots): entangle, longstrider, speak with animals, thunderwave, ray of sickness*2nd level (3 slots): animal messenger, barkskin, suggestion** Cult signature spells
  • Spore Kissed. The druid is immune to the charmed and frightened conditions. In addition, if it is reduced to 0 hit points, each creature within 10 feet of it takes poison damage equal to its number of Hit Dice.

Actions


  • Quarterstaff (One-Handed). Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d6) Bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d8) Bludgeoning damage.
  • Quarterstaff (with Shillelagh). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8+2) Bludgeoning damage.
  • Produce Flame. Ranged Spell: +4 to hit, reach 30 ft., One creature. Hit: (1d8) Fire damage.
Medium fey, neutral
  • Hit Points:


    22 (5d8)
  • Armor Class:


    11 (16 with barkskin)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Dryad

Medium fey, neutral
  • Armor Class 11 (16 with barkskin)
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Elvish, Sylvan
  • Challenge CR1 (200 XP)
  • Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

    • At will: druidcraft
    • 3/day each: entangle, goodberry
    • 1/day each: barkskin, pass without trace, shillelagh
  • Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
  • Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
  • Tree Stride. Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.

Actions


  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
  • Club (with shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) bludgeoning damage.
  • Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.

    Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.

    The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Medium humanoid (dwarf), lawful evil
  • Hit Points:


    26 (4d8 + 4)
  • Armor Class:


    16 (scale mail, shield)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR1 (200 XP)

Duergar

Medium humanoid (dwarf), lawful evil
  • Armor Class 16 (scale mail, shield)
  • Hit Points 26 (4d8 + 4)
  • Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Damage Resistance poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge CR1 (200 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
  • War Pick (Normal-Sized). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • War Pick (Enlarged). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage.
  • Javelin (Normal-Sized; Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin (Normal-Sized; Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin (Enlarged; Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage.
  • Javelin (Enlarged; Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (2d6 + 2) piercing damage.
  • Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    119 (14d8+56)
  • Armor Class:


    21 (natural armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Duergar Despot

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 21 (natural armor)
  • Hit Points 119 (14d8+56)
  • Speed 25 ft.
STR
20 (+5)
DEX
5 (-3)
CON
19 (+4)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)
  • Saving Throws Con +8, Wis +6
  • Damage Resistance Poison
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Dwarvish, Undercommon
  • Challenge CR12 (8,400 XP)
  • Innate Spellcasting (Psionics). The duergar despot’s innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:At will: mage hand, minor illusion1/day each: counterspell, misty step, stinking cloud
  • Magic Resistance. The duergar has advantage on saving throws against spells and other magical effects.
  • Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.
  • Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.
  • Iron Fist. Melee Weapon: +9 to hit, reach 5 ft., One target. Hit: (2d8+5) Bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target lands prone and then takes 10 (3d6) bludgeoning damage.
  • Stomping Foot. Melee Weapon: +9 to hit, reach 5 ft., One target. Hit: (1d8+5) Bludgeoning damage plus (3d8+15)Bludgeoning damage. Hit: 9 (1d8+5) bludgeoning damage, or 18 (3d8+5) to a prone target.
  • Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    33 (6d8+6)
  • Armor Class:


    17 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR2 (450 XP)

Duergar Hammerer

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 17 (natural armor)
  • Hit Points 33 (6d8+6)
  • Speed 20 ft.
STR
17 (+3)
DEX
7 (-2)
CON
12 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
  • Damage Resistance Poison
  • Senses Darkvision 60 ft., passive Perception 7
  • Languages Understands Dwarvish but can’t speak
  • Challenge CR2 (450 XP)
  • Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
  • Siege Monster. The hammerer deals double damage to objects and structures.

Actions


  • Multiattack. The hammerer makes two attacks: one with its claw and one with its hammer.
  • Claw. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Bludgeoning damage.
  • Hammer. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d6+3) Bludgeoning damage.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    26 (4d8+8)
  • Armor Class:


    16 (scale mail, shield)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Duergar Kavalrachni

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 16 (scale mail, shield)
  • Hit Points 26 (4d8+8)
  • Speed 25 ft.
STR
14 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Damage Resistance Poison
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge CR2 (450 XP)
  • Cavalry Training. When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The duergar makes two war pick attacks.
  • War Pick. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8+2) Piercing damage plus (2d4)Poison damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
  • Shared Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    39 (6d8+12)
  • Armor Class:


    14 (leather armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Duergar Mind Master

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 14 (leather armor)
  • Hit Points 39 (6d8+12)
  • Speed 25 ft.
STR
11 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
10 (+0)
CHA
12 (+1)
  • Saving Throws Wis +2
  • Skills Perception +2, Stealth +5
  • Damage Resistance Poison
  • Senses Darkvision 60 ft., truesight 30 ft., passive Perception 12
  • Languages Dwarvish, Undercommon
  • Challenge CR2 (450 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.
  • Mind-Poison Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage plus (3d6)Psychic damage.
  • Mind-Poison Dagger (Reduced). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1) Piercing damage plus (4d6)Psychic damage.
  • Invisibility (Recharge 4-6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
  • Mind Mastery. The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect.
  • Reduce (Recharges after a Short or Long Rest). For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    38 (7d8+7)
  • Armor Class:


    15 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR3 (700 XP)

Duergar Screamer

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 15 (natural armor)
  • Hit Points 38 (7d8+7)
  • Speed 20 ft.
STR
18 (+4)
DEX
7 (-2)
CON
12 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
  • Damage Resistance Poison
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 7
  • Languages Understands Dwarvish but can’t speak
  • Challenge CR3 (700 XP)
  • Engine of Pain. Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.

Actions


  • Multiattack. The screamer makes one drill attack and uses its Sonic Scream.
  • Drill. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d12+4) Piercing damage.
  • Sonic Scream. The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    18 (4d8)
  • Armor Class:


    14 (leather armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR1 (200 XP)

Duergar Soulblade

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 14 (leather armor)
  • Hit Points 18 (4d8)
  • Speed 25 ft.
STR
11 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
  • Damage Resistance Poison
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge CR1 (200 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Create Soulblade. As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar’s hand and vanishes if it leaves the duergar’s grip, or if the duergar dies or is incapacitated.
  • Innate Spellcasting (Psionics). The duergar’s innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: blade ward, true strike3/day each: jump, hunter’s mark
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Soulblade. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Force damage. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.
  • Soulblade (Enlarged). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d6+3) Force damage. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
  • Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    39 (6d8+12)
  • Armor Class:


    18 (chain mail, shield)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Duergar Stone Guard

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 18 (chain mail, shield)
  • Hit Points 39 (6d8+12)
  • Speed 25 ft.
STR
18 (+4)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Damage Resistance Poison
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge CR2 (450 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • King's Knife (Shortsword). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage.
  • King's Knife (Shortsword, Enlarged). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d6+4) Piercing damage.
  • Javelin (Melee). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage.
  • Javelin (Melee, Enlarged). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d6+4) Piercing damage.
  • Javelin (Ranged). Ranged Weapon: +6 to hit, reach 30/120 ft., One target. Hit: (1d6+4) Piercing damage.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
  • Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    75 (10d8+30)
  • Armor Class:


    20 (plate mail, shield)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Duergar Warlord

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 20 (plate mail, shield)
  • Hit Points 75 (10d8+30)
  • Speed 25 ft.
STR
18 (+4)
DEX
11 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
14 (+2)
  • Damage Resistance Poison
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Dwarvish, Undercommon
  • Challenge CR6 (2,300 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.
  • Psychic-Attuned Hammer. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d10+4) Bludgeoning damage plus (1d10)Psychic damage.
  • Psychic-Attuned Hammer (Enlarged). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d10+4) Bludgeoning damage plus (1d10)Psychic damage.
  • Javelin (Melee). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage.
  • Javelin (Melee, Enlarged). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d6+4) Piercing damage.
  • Javelin (Ranged). Ranged Weapon: +7 to hit, reach 30/120 ft., One target. Hit: (1d6+4) Piercing damage.
  • Call to Attack. Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
  • Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Reactions


  • Scouring Instruction. When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.
Medium Humanoid (Dwarf), Lawful Evil
  • Hit Points:


    26 (4d8+8)
  • Armor Class:


    18
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Duergar Xarrorn

Medium Humanoid (Dwarf), Lawful Evil
  • Armor Class 18
  • Hit Points 26 (4d8+8)
  • Speed 25 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Damage Resistance Poison
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge CR2 (450 XP)
  • Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
  • Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Fire Lance. Melee Weapon: +5 to hit, reach 10 ft., One target. Hit: (1d12+3) Piercing damage plus (1d6)Fire damage.
  • Fire Lance (Englarged). Melee Weapon: +5 to hit, reach 10 ft., One target. Hit: (2d12+3) Piercing damage plus (1d6)Fire damage.
  • Fire Spray (Recharge 5–6). From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
  • Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
  • Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Medium construct, lawful neutral
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Duodrone

Medium construct, lawful neutral
  • Armor Class 15 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
  • Senses truesight 120 ft., passive Perception 10
  • Languages Modron
  • Challenge CR1/4 (50 XP)
  • Axiomatic Mind. The duodrone can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


  • Multiattack. The duodrone makes two fist attacks or two javelin attacks.
  • Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
  • Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +3 to hit, reach 30/120 ft., one target. Hit: (1d6 + 1) piercing damage.
Small elemental, neutral evil
  • Hit Points:


    17 (5d6)
  • Armor Class:


    12
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Dust Mephit

Small elemental, neutral evil
  • Armor Class 12
  • Hit Points 17 (5d6)
  • Speed 30 ft., fly 30 ft.
STR
5 (-3)
DEX
14 (+2)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Perception +2, Stealth +4
  • Vulnerabilities fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Auran, Terran
  • Challenge CR1/2 (100 XP)
  • Death Burst. When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
  • Innate Spellcasting (1/Day). The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) slashing damage.
  • Blinding Breath (Recharge 6). The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Variant: Summon Mephits (1/Day). Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    37 (5d8+15)
  • Armor Class:


    14
  • Speed:


    0 ft., 40 ft. (hover)
  • Challenge Rating:


    CR4 (1,100 XP)

Dybbuk

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 14
  • Hit Points 37 (5d8+15)
  • Speed 0 ft., 40 ft. (hover)
STR
6 (-2)
DEX
19 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
14 (+2)
  • Skills Deception +6, Intimidation +4, Perception +4
  • Damage Resistance Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 120 ft., passive Perception 14
  • Languages Abyssal, Common, telepathy 120 ft.
  • Challenge CR4 (1,100 XP)
  • Incorporeal Movement. The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Innate Spellcasting. The dybbuk’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:At will: dimension door3/day each: fear, phantasmal force
  • Magic Resistance. The dybbuk has advantage on saving throws against spells and other magical effects.
  • Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.

Actions


  • Tendril. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d8+4) Necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Possess Corpse. The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse’s hit point maximum in life.

    While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target’s game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.

    The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.
Small beast, unaligned
  • Hit Points:


    3 (1d6)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR0 (10 XP)

Eagle

Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 10 ft., fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
2 (-4)
WIS
14 (+2)
CHA
7 (-2)
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge CR0 (10 XP)
  • Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
Large elemental, neutral
  • Hit Points:


    126 (12d10 + 60)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., burrow 30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Earth Elemental

Large elemental, neutral
  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 30 ft., burrow 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
  • Vulnerabilities thunder
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Terran
  • Challenge CR5 (1,800 XP)
  • Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
  • Siege Monster. The elemental deals double damage to objects and structures.

Actions


  • Multiattack. The elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
Medium Elemental, Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Earth Elemental Myrmidon

Medium Elemental, Neutral
  • Armor Class 18 (plate)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Paralyzed, petrified, poisoned, prone
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Terran, one language
  • Challenge CR7 (2,900 XP)
  • Magic Weapons. The myrmidon's weapon attacks are magical.

Actions


  • Multiattack. The myrmidon makes two maul attacks.
  • Maul. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d6+4) Bludgeoning damage.
  • Thunderous Strike (Recharge 6). The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Large elemental, lawful evil
  • Hit Points:


    200 (16d10 + 112)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Efreeti

Large elemental, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Int +7, Wis +6, Cha +7
  • Damage Immunities fire
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Ignan
  • Challenge CR11 (7,200 XP)
  • Elemental Demise. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.
  • Innate Spellcasting. The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: detect magic • 3/day each: enlarge/reduce, tongues • 1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire

Actions


  • Multiattack. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
  • Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage plus (2d6)fire damage.
  • Hurl Flame. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (5d6) fire damage.
Medium Undead, Any alignment
  • Hit Points:


    63 (18d8-18)
  • Armor Class:


    9
  • Speed:


    0 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR12 (8,400 XP)

Eidolon

Medium Undead, Any alignment
  • Armor Class 9
  • Hit Points 63 (18d8-18)
  • Speed 0 ft., fly 40 ft. (hover)
STR
7 (-2)
DEX
8 (-1)
CON
9 (-1)
INT
14 (+2)
WIS
19 (+4)
CHA
16 (+3)
  • Saving Throws Wis +8
  • Skills Perception +8
  • Damage Resistance Acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Cold, necrotic, poison
  • Condition Immunities Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages The languages it knew in life
  • Challenge CR12 (8,400 XP)
  • Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
  • Sacred Animation (Recharge 5–6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the sacred statue’s statistics in place of its own.
  • Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.

Actions


  • Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s Divine Dread for the next 24 hours.
Large aberration, lawful evil
  • Hit Points:


    210 (20d10 + 100)
  • Armor Class:


    10
  • Speed:


    5 ft., swim 10 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Elder Brain

Large aberration, lawful evil
  • Armor Class 10
  • Hit Points 210 (20d10 + 100)
  • Speed 5 ft., swim 10 ft.
STR
15 (+2)
DEX
10 (+0)
CON
20 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
24 (+7)
  • Saving Throws Int +10, Wis +9, Cha +12
  • Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
  • Senses blindsight 120 ft., passive Perception 14
  • Languages understands Common, Deep Speech, and Undercommon but can’t speak, telepathy 5 miles
  • Challenge CR14 (11,500 XP)
  • Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
  • Innate Spellcasting (Psionics). The elder brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

    • At will:detect thoughts, levitate
    • 1/day each:dominate monster, plane shift (self only)
  • Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.
  • Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Actions


  • Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled, escape DC 15, and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time
  • Mind Blast (Recharge 5–6). The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time, no action required. The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
  • Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind, including things the target worries about, loves, or hates. The elder brain can also make a Charisma [Deception] check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom [Insight] check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Legendary Actions


Elder Brain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Elder Brain regains spent legendary actions at the start of their turn.
  • Tentacle.The elder brain makes a tentacle attack.
  • Break Concentration.The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
  • Psychic Pulse.The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
  • Sever Psychic Link.The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
Huge Ooze, Lawful Evil
  • Hit Points:


    115 (10d12+50)
  • Armor Class:


    16
  • Speed:


    20 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Elder Oblex

Huge Ooze, Lawful Evil
  • Armor Class 16
  • Hit Points 115 (10d12+50)
  • Speed 20 ft.
STR
15 (+2)
DEX
16 (+3)
CON
21 (+5)
INT
22 (+6)
WIS
13 (+1)
CHA
18 (+4)
  • Saving Throws Int +10, Cha +8
  • Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
  • Condition Immunities Blinded, charmed, deafened, exhaustion, prone
  • Senses Blindsight 60 ft. (blind beyond this distance), passive Perception 15
  • Languages Common plus six more
  • Challenge CR10 (5,900 XP)
  • Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
  • Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Innate Spellcasting. The oblex’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:At will: charm person (as 5th-level spell), detect thoughts, hold person3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis
  • Sulfurous Impersonation. As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main body and the simulacrum. The simulacrum disappears if the tether is severed.

Actions


  • Multiattack. The elder oblex makes two pseudopod attacks and uses Eat Memories.
  • Pseudopod. Melee Weapon: +7 to hit, reach 10 ft., One target. Hit: (4d6+3) Bludgeoning damage plus (2d6)Psychic damage.
  • Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.
Gargantuan Elemental, Neutral
  • Hit Points:


    264 (16d20+96)
  • Armor Class:


    19
  • Speed:


    0 ft., fly 120 ft. (hover)
  • Challenge Rating:


    CR23 (50,000 XP)

Elder Tempest

Gargantuan Elemental, Neutral
  • Armor Class 19
  • Hit Points 264 (16d20+96)
  • Speed 0 ft., fly 120 ft. (hover)
STR
23 (+6)
DEX
28 (+9)
CON
23 (+6)
INT
2 (-4)
WIS
21 (+5)
CHA
18 (+4)
  • Saving Throws Wis +12, Cha +11
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Lightning, poison, thunder
  • Condition Immunities Exhaustion, paralyzed, petrified, poisoned, stunned
  • Senses Darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  • Challenge CR23 (50,000 XP)
  • Air Form. The tempest can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Flyby. The tempest doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.
  • Living Storm. The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
  • Siege Monster. The tempest deals double damage to objects and structures.

Actions


  • Multiattack. The tempest makes two attacks with its thunderous slam.
  • Thunderous Slam. Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (4d6+9) Thunder damage.
  • Lightning Storm (Recharge 6). All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Legendary Actions


Elder Tempest can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Elder Tempest regains spent legendary actions at the start of their turn.
  • Move.The tempest moves up to its speed.
  • Lightning Strike (Costs 2 Actions).The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Screaming Gale (Costs 3 Actions).The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
Huge beast, unaligned
  • Hit Points:


    76 (8d12 + 24)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Elephant

Huge beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
  • Senses passive Perception 10
  • Challenge CR4 (1,100 XP)
  • Trampling Charge. If the elephant moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.

Actions


  • Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
Elk
Large beast, unaligned
  • Hit Points:


    13 (2d10 + 2)
  • Armor Class:


    10
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1/4 (50 XP)
Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
  • Hit Points:


    313 (19d12 + 190)
  • Armor Class:


    22 (natural armor)
  • Speed:


    50 ft., fly 50 ft., swim 50 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Empyrean

Huge celestial (titan), chaotic good (75%) or neutral evil (25%)
  • Armor Class 22 (natural armor)
  • Hit Points 313 (19d12 + 190)
  • Speed 50 ft., fly 50 ft., swim 50 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
  • Saving Throws Str +17, Int +12, Wis +13, Cha +15
  • Skills Insight +13, Persuasion +15
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses truesight 120 ft., passive Perception 16
  • Languages all
  • Challenge CR23 (50,000 XP)
  • Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    • At will: greater restoration, pass without trace, water breathing, water walk
    • 1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
  • Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The empyrean’s weapon attacks are magical.

Actions


  • Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn
  • Bolt. Ranged Spell Attack: +15 to hit, reach 600 ft., one target. Hit: (7d6) . The type is one of the following, chosen by the empyrean - acid, cold, fire, force, lightning, radiant, or thunder

Legendary Actions


Empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Empyrean regains spent legendary actions at the start of their turn.
  • Attack.The empyrean makes one attack.
  • Bolster.The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
  • Trembling Strike (Costs 2 Actions).The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.
Medium humanoid (any race), any alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Enchanter

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR5 (1,800 XP)
  • Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:

    • Cantrips (at will): friends, mage hand, mending, message
    • 1st level (4 slots): charm person,^ mage armor, magic missile
    • 2nd level (3 slots): hold person,^ invisibility, suggestion^
    • 3rd level (3 slots): fireball, haste, tongues
    • 4th level (3 slots): dominate beast,^ stoneskin
    • 5th level (2 slots): hold monster^
    ^Enchantment spell of 1st level or higher

Actions


  • Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.

Reactions


  • Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.

    The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Medium fiend (devil), lawful evil
  • Hit Points:


    153 (18d8 + 72)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Erinyes

Medium fiend (devil), lawful evil
  • Armor Class 18 (plate)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
  • Saving Throws Dex +7, Con +8, Wis +6, Cha +8
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 Ft.
  • Challenge CR12 (8,400 XP)
  • Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
  • Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The erinyes makes three attacks.
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage plus (3d8)poison damage. two handed
  • Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage plus (3d8)poison damage. one handed
  • Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (3d8)poison damage. The target must succeed on a dc 14 constitution saving throw or be poisoned The poison lasts until it is removed by the lesser restoration spell or similar magic
  • Variant: Rope of Entanglement. Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.

Reactions


  • Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. An erinyes has a 50 percent chance of summoning 3d6 spined devils, 1d6 bearded devils, or one erinyes. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium monstrosity, neutral evil
  • Hit Points:


    44 (8d8 + 8)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ettercap

Medium monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +3, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR2 (450 XP)
  • Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
  • Web Walker. The ettercap ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The ettercap makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage plus (1d8)poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage.
  • Web (Recharge 5-6). Ranged Weapon Attack: +4 to hit, reach 30/60 ft., one large or smaller creature. The creature is restrained by webbing As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning damage.
  • Variant: Web Garrote. Melee Weapon Attack: +4 to hit, reach 5 ft., one medium or small creature against which the ettercap has advantage on the attack roll. Hit: (1d4 + 2) bludgeoning damage. The target is grappled, escape dc 12 Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it
Large giant, chaotic evil
  • Hit Points:


    85 (10d10 + 30)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Ettin

Large giant, chaotic evil
  • Armor Class 12 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
17 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant, Orc
  • Challenge CR4 (1,100 XP)
  • Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
  • Wakeful. When one of the ettin's heads is asleep, its other head is awake.

Actions


  • Multiattack. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
  • Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.
  • Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Evoker

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +7, Wis +5
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR9 (5,000 XP)
  • Spellcasting. The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared: • Cantrips (at will): fire bolt,^ light,^ prestidigitation, ray of frost^ • 1st level (4 slots): burning hands,^ mage armor, magic missile^ • 2nd level (3 slots): mirror image, misty step, shatter^ • 3rd level (3 slots): counterspell, fireball,^ lightning bolt^ • 4th level (3 slots): ice storm,^ stoneskin • 5th level (2 slots): Bigby’s hand,^ cone of cold^ • 6th level (1 slot): chain lightning,^ wall of ice^ ^Evocation spell
  • Sculpt Spells. When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell’s level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.

Actions


  • Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (3d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Quarterstaff (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (TwoHanded). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.
  • Ray of Frost. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: (3d8) cold damage. The target's speed is reduced by 10 feet until the start of the evoker's next turn
Tiny dragon, chaotic good
  • Hit Points:


    14 (4d4 + 4)
  • Armor Class:


    15
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Faerie Dragon

Tiny dragon, chaotic good
  • Armor Class 15
  • Hit Points 14 (4d4 + 4)
  • Speed 10 ft., fly 60 ft.
STR
3 (-4)
DEX
20 (+5)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Arcana +4, Perception +3, Stealth +7
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Draconic, Sylvan
  • Challenge CR1 (200 XP)
  • Superior Invisibility. As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.
  • Limited Telepathy. Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.
  • Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components. As the dragon ages and changes color, it gains additional spells as shown below.
    • Red, 1/day each: dancing lights, mage hand, minor illusion
    • Orange, 1/day: color spray
    • Yellow, 1/day: mirror image
    • Green, 1/day: suggestion
    • Blue, 1/day: major image
    • Indigo, 1/day: hallucinatory terrain
    • Violet, 1/day: polymorph

Actions


  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1) piercing damage.
  • Euphoria Breath (Recharge 5–6). The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn: 1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction. 5–6. The target doesn’t move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.
Large Monstrosity, Unaligned
  • Hit Points:


    30 (4d10+8)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Female Steeder

Large Monstrosity, Unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 30 (4d10+8)
  • Speed 30 ft., climb 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Stealth +7, Perception +4
  • Senses Darkvision 120 ft. , passive Perception 14
  • Challenge CR1 (200 XP)
  • Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.

Actions


  • Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d8+3) Piercing damage plus (2d8)Poison damage.
  • Sticky Leg. Melee Weapon: +5 to hit, reach 5 ft., One Medium or smaller creature. Hit: (None) None damage. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
Large elemental, neutral
  • Hit Points:


    102 (12d10 + 36)
  • Armor Class:


    13
  • Speed:


    50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Fire Elemental

Large elemental, neutral
  • Armor Class 13
  • Hit Points 102 (12d10 + 36)
  • Speed 50 ft.
STR
10 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge CR5 (1,800 XP)
  • Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
  • Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..
  • Water Susceptibility. For every 5 ft. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Actions


  • Multiattack. The elemental makes two touch attacks.
  • Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns
Medium Elemental, Neutral
  • Hit Points:


    123 (19d8+38)
  • Armor Class:


    18 (plate)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Fire Elemental Myrmidon

Medium Elemental, Neutral
  • Armor Class 18 (plate)
  • Hit Points 123 (19d8+38)
  • Speed 40 ft.
STR
13 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Fire, poison
  • Condition Immunities Paralyzed, petrified, poisoned, prone
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Ignan, one language of its creator's choice
  • Challenge CR7 (2,900 XP)
  • Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
  • Magic Weapons. The myrmidon's weapon attacks are magical.
  • Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.

Actions


  • Multiattack. The myrmidon makes three scimitar attacks.
  • Scimitar. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Slashing damage.
  • Fiery Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.
Huge giant, lawful evil
  • Hit Points:


    162 (13d12 + 78)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Fire Giant

Huge giant, lawful evil
  • Armor Class 18 (plate)
  • Hit Points 162 (13d12 + 78)
  • Speed 30 ft.
STR
25 (+7)
DEX
9 (-1)
CON
23 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
13 (+1)
  • Saving Throws Dex +3, Con +10, Cha +5
  • Skills Athletics +11, Perception +6
  • Damage Immunities fire
  • Senses passive Perception 16
  • Languages Giant
  • Challenge CR9 (5,000 XP)

Actions


  • Multiattack. The giant makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (6d6 + 7) slashing damage.
  • Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (4d10 + 7) bludgeoning damage.
Huge giant (fire giant), lawful evil
  • Hit Points:


    187 (15d12 + 90)
  • Armor Class:


    21 (plate, shields)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Fire Giant Dreadnought

Huge giant (fire giant), lawful evil
  • Armor Class 21 (plate, shields)
  • Hit Points 187 (15d12 + 90)
  • Speed 30 ft.
STR
27 (+8)
DEX
9 (-1)
CON
23 (+6)
INT
8 (-1)
WIS
10 (+0)
CHA
11 (+0)
  • Saving Throws Dex +4, Con +11, Cha +5
  • Skills Athletics +13, Perception +5
  • Damage Immunities fire
  • Senses passive Perception 15
  • Languages Giant
  • Challenge CR14 (11,500 XP)
  • Dual Shields. The giant carries two shields, each of which is accounted for in the giant’s AC. The giant must stow or drop one of its shields to hurl rocks.

Actions


  • Multiattack. The giant makes two fireshield attacks.
  • Fireshield. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (4d6 + 8) bludgeoning damage plus (2d6)fire damage. Plus
  • Rock. Ranged Weapon Attack: +13 to hit, reach 60/240 ft., one target. Hit: (4d10 + 8) bludgeoning damage.
  • Shield Charge. The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature’s space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.
Medium elemental, neutral evil
  • Hit Points:


    22 (5d8)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Fire Snake

Medium elemental, neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
11 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
8 (-1)
  • Vulnerabilities cold
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Ignan but can't speak
  • Challenge CR1 (200 XP)
  • Heated Body. A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions


  • Multiattack. The snake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage plus (1d6)fire damage.
  • Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage plus (1d6)fire damage.
Medium humanoid (firenewt), neutral evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Firenewt Warlock of Imix

Medium humanoid (firenewt), neutral evil
  • Armor Class 10
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
14 (+2)
  • Damage Immunities fire
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 10
  • Languages Draconic, Ignan
  • Challenge CR1 (200 XP)
  • Amphibious. The firenewt can breathe air and water.
  • Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
  • Spellcasting. The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

    • Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation
    • 1st–2nd level (2 2nd-level slots): burning hands, flaming sphere, hellish rebuke, scorching ray
  • Imix’s Blessing. When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.

Actions


  • Fire Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Scorching Ray. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The firenewt creates three rays when it casts this spell and it can hurl them at one or several targets in range
Medium humanoid (firenewt), neutral evil
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    16 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Firenewt Warrior

Medium humanoid (firenewt), neutral evil
  • Armor Class 16 (chain shirt, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
11 (+0)
CHA
8 (-1)
  • Damage Immunities fire
  • Senses passive Perception 10
  • Languages Draconic, Ignan
  • Challenge CR1/2 (100 XP)
  • Amphibious. The firenewt can breathe air and water.

Actions


  • Multiattack. The firenewt makes two attacks with its scimitar.
  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
  • Spit Fire (Recharges after a Short or Long Rest). The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Large elemental, unaligned
  • Hit Points:


    52 (5d10 + 25)
  • Armor Class:


    16 (natural armor)
  • Speed:


    10 ft.
  • Challenge Rating:


    CR3 (700 XP)

Flail Snail

Large elemental, unaligned
  • Armor Class 16 (natural armor)
  • Hit Points 52 (5d10 + 25)
  • Speed 10 ft.
STR
17 (+3)
DEX
5 (-3)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge CR3 (700 XP)
  • Antimagic Shell. The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

    1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
    3–4. No additional effect.
    5–6. The snail’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.
  • Flail Tentacles. The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.

Actions


  • Multiattack. The flail snail makes as many Flail Tentacle attacks as it has flail tentacles, all against the same target.
  • Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
  • Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
  • Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
Tiny undead, neutral evil
  • Hit Points:


    40 (9d4 + 18)
  • Armor Class:


    13
  • Speed:


    0 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR4 (1,100 XP)

Flameskull

Tiny undead, neutral evil
  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 0 ft., fly 40 ft. (hover)
STR
1 (-5)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Arcana +5, Perception +2
  • Damage Resistance lightning, necrotic, piercing
  • Damage Immunities cold, fire, poison
  • Condition Immunities charmed, frightened, paralyzed, poisoned, prone
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge CR4 (1,100 XP)
  • Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
  • Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects.
  • Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
  • Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: • Cantrip (at will): mage hand • 1st level (3 slots): magic missile, shield • 2nd level (2 slots): blur, flaming sphere • 3rd level (1 slot): fireball

Actions


  • Multiattack. The flameskull uses Fire Ray twice.
  • Fire Ray. Ranged Spell Attack: +5 to hit, reach 30 ft., one target. Hit: (3d6) fire damage.
Medium construct, neutral
  • Hit Points:


    93 (11d8 + 44)
  • Armor Class:


    9
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Flesh Golem

Medium construct, neutral
  • Armor Class 9
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
  • Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can’t speak
  • Challenge CR5 (1,800 XP)
  • Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

    The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
  • Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical.

Actions


  • Multiattack. The golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
Medium humanoid (gnoll), chaotic evil
  • Hit Points:


    127 (15d8 + 60)
  • Armor Class:


    16 (chain mail)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Flind

Medium humanoid (gnoll), chaotic evil
  • Armor Class 16 (chain mail)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
  • Saving Throws Con +8, Wis +5
  • Skills Intimidate +5, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Gnoll, Abyssal
  • Challenge CR9 (5,000 XP)
  • Aura of Blood Thirst. If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.

Actions


  • Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
  • Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 + 5) bludgeoning damage. The target must make a dc 16 wisdom saving throw On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn
  • Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 + 5) bludgeoning damage plus (4d10)psychic damage.
  • Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 + 5) bludgeoning damage. The target must succeed on a dc 16 constitution saving throw or be paralyzed until the end of its next turn
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8) piercing damage.
Small aberration, lawful good
  • Hit Points:


    7 (2d6)
  • Armor Class:


    12
  • Speed:


    5 ft., fly 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Flumph

Small aberration, lawful good
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 5 ft., fly 30 ft.
STR
6 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
14 (+2)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Arcana +4, History +4, Religion +4
  • Vulnerabilities psychic
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Undercommon but can't speak, telepath 60 ft.
  • Challenge CR1/8 (25 XP)
  • Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.
  • Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
  • Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions


  • Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage plus (1d4)acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2, 1d4, acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid dmg
  • Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Tiny beast, unaligned
  • Hit Points:


    5 (2d4)
  • Armor Class:


    14
  • Speed:


    30 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Flying Snake

Tiny beast, unaligned
  • Armor Class 14
  • Hit Points 5 (2d4)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (-3)
DEX
18 (+4)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses blindsight 10 ft., passive Perception 11
  • Challenge CR1/8 (25 XP)
  • Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1) piercing damage plus (3d4)poison damage.
Small construct, unaligned
  • Hit Points:


    17 (5d6)
  • Armor Class:


    17 (natural armor)
  • Speed:


    0 ft., fly 50 ft. (hover)
  • Challenge Rating:


    CR1/4 (50 XP)

Flying Sword

Small construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 17 (5d6)
  • Speed 0 ft., fly 50 ft. (hover)
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
1 (-5)
WIS
5 (-3)
CHA
1 (-5)
  • Saving Throws Dex +4
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
  • Challenge CR1/4 (50 XP)
  • Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • False Appearance. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.

Actions


  • Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) slashing damage.
Huge giant, chaotic evil
  • Hit Points:


    149 (13d12 + 65)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Fomorian

Huge giant, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
9 (-1)
WIS
14 (+2)
CHA
6 (-2)
  • Skills Perception +8, Stealth +3
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Giant, Undercommon
  • Challenge CR8 (3,900 XP)

Actions


  • Multiattack. The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
  • Evil Eye. The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.
  • Curse of the Evil Eye (Recharges after a Short or Long Rest). With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.

    The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Large Fiend (Demon), Chaotic Evil
  • Hit Points:


    337 (27d10+189)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 40 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Fraz-Urb'luu

Large Fiend (Demon), Chaotic Evil
  • Armor Class 18 (natural armor)
  • Hit Points 337 (27d10+189)
  • Speed 40 ft., fly 40 ft.
STR
29 (+9)
DEX
12 (+1)
CON
25 (+7)
INT
26 (+8)
WIS
24 (+7)
CHA
26 (+8)
  • Saving Throws Dex +8, Con +14, Int +15, Wis +14
  • Skills Deception +15, Perception +14, Stealth +8
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 23
  • Languages All, telepathy 120 ft.
  • Challenge CR23 (50,000 XP)
  • Innate Spellcasting. Fraz-Urb’luu’s spellcasting ability is Charisma (spell save DC 23). Fraz-Urb’luu can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force 3/day each: confusion, dream, mislead, programmed illusion, seeming 1/day each: mirage arcane, modify memory, project image
  • Legendary Resistance (3/Day). If Fraz-Urb’luu fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Fraz-Urb’luu has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Fraz-Urb’luu’s weapon attacks are magical.
  • Undetectable. Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Actions


  • Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his fists.
  • Bite. Melee Weapon: +16 to hit, reach 10 ft., One target. Hit: (2d10+9) Piercing damage.
  • Fist. Melee Weapon: +16 to hit, reach 10 ft. , One target. Hit: (3d8+9) Bludgeoning damage.
  • Tail. Melee Weapon: +16 to hit, reach 15 ft., One target. Hit: (2d10+9) Bludgeoning damage. If the target is a Large or smaller creature, it is also Grappled (escape DC 24). The Grappled target is also Restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.

Legendary Actions


Fraz-Urb'luu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fraz-Urb'luu regains spent legendary actions at the start of their turn.
  • Tail.Fraz-Urb'luu makes a tail attack.
  • Phantasmal Killer (Costs 2 Actions).Fraz-Urb'luu casts phantasmal killer, no concentration required.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    11
  • Speed:


    20 ft., swim 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Frog

Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., swim 20 ft.
STR
1 (-5)
DEX
13 (+1)
CON
8 (-1)
INT
1 (-5)
WIS
8 (-1)
CHA
3 (-4)
  • Skills Perception +1, Stealth +3
  • Senses darkvision 30 ft., passive Perception 11
  • Challenge CR0 (10 XP)
  • Amphibious. The frog can breathe air and water.
  • Standing Leap. The frog's long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start.

Actions


Huge monstrosity, unaligned
  • Hit Points:


    184 (16d12 + 80)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Froghemoth

Huge monstrosity, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 184 (16d12 + 80)
  • Speed 30 ft., swim 30 ft.
STR
23 (+6)
DEX
13 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Saving Throws Con +9, Wis +5
  • Skills Perception +9, Stealth +9
  • Damage Resistance fire, lightning
  • Senses darkvision 60 ft., passive Perception 19
  • Languages -
  • Challenge CR10 (5,900 XP)
  • Amphibious. The froghemoth can breathe air and water.
  • Shock Susceptibility. If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.

Actions


  • Multiattack. The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.
  • Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: (3d8 + 6) bludgeoning damage. The target is grappled, escape dc 16, if it is a huge or smaller creature Until the grapple ends, the froghemoth can’t use this tentacle on another target. The froghemoth has four tentacles
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage. The target is swallowed if it is a medium or smaller creature A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth’s turns.

    The froghemoth’s gullet can hold up to two creatures at a time. If the froghemoth takes 20 damage or more on a single turn from a creature inside it, the froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone
  • Tongue. The froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.
Huge giant, neutral evil
  • Hit Points:


    138 (12d12 + 60)
  • Armor Class:


    15 (patchwork armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Frost Giant

Huge giant, neutral evil
  • Armor Class 15 (patchwork armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft.
STR
23 (+6)
DEX
9 (-1)
CON
21 (+5)
INT
9 (-1)
WIS
10 (+0)
CHA
12 (+1)
  • Saving Throws Con +8, Wis +3, Cha +4
  • Skills Athletics +9, Perception +3
  • Damage Immunities cold
  • Senses passive Perception 13
  • Languages Giant
  • Challenge CR8 (3,900 XP)

Actions


  • Multiattack. The giant makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d12 + 6) slashing damage.
  • Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage.
Huge giant (frost giant), chaotic evil
  • Hit Points:


    189 (14d12 + 98)
  • Armor Class:


    15 (patchwork armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Frost Giant Everlasting One

Huge giant (frost giant), chaotic evil
  • Armor Class 15 (patchwork armor)
  • Hit Points 189 (14d12 + 98)
  • Speed 40 ft.
STR
25 (+7)
DEX
9 (-1)
CON
24 (+7)
INT
9 (-1)
WIS
10 (+0)
CHA
12 (+1)
  • Saving Throws Str +11, Con +11, Wis +4
  • Skills Athletics +11, Perception +4
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant
  • Challenge CR12 (8,400 XP)
  • Extra Heads. The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
  • Regeneration. The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn’t function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Vaprak’s Rage (Recharges after a Short or Long Rest). As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:

    The giant has advantage on Strength checks and Strength saving throwsWhen it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.The giant has resistance to bludgeoning, piercing, and slashing damage.

Actions


  • Multiattack. The giant makes two attacks with its greataxe.
  • Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (3d12 + 7) slashing damage.
  • Greataxe (While Raging). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (3d12 + 11) slashing damage. While raging
  • Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (4d10 + 7) bludgeoning damage.
Huge Elemental, Unaligned
  • Hit Points:


    168 (16d12+64)
  • Armor Class:


    17
  • Speed:


    60 ft., burrow 40 ft., climb 40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Frost Salamander

Huge Elemental, Unaligned
  • Armor Class 17
  • Hit Points 168 (16d12+64)
  • Speed 60 ft., burrow 40 ft., climb 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
7 (-2)
WIS
11 (+0)
CHA
7 (-2)
  • Saving Throws Con +8, Wis +4
  • Skills Perception +4
  • Damage Vulnerabilities Fire
  • Damage Immunities Cold
  • Senses Darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages Primordial
  • Challenge CR9 (5,000 XP)
  • Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.

Actions


  • Multiattack. The salamander makes five attacks: four with its claws and one with its bite.
  • Claws. Melee Weapon: +9 to hit, reach 10 ft., One target. Hit: (1d6+5) Piercing damage.
  • Bite. Melee Weapon: +9 to hit, reach 5 ft., One target. Hit: (1d8+5) Piercing damage plus (1d10)Cold damage.
  • Freezing Breath (Recharge 6). The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Medium elemental, neutral
  • Hit Points:


    85 (9d8 + 45)
  • Armor Class:


    16 (natural armor)
  • Speed:


    15 ft., (30 ft. when rolling, 60 ft. rolling downhill)
  • Challenge Rating:


    CR6 (2,300 XP)

Galeb Duhr

Medium elemental, neutral
  • Armor Class 16 (natural armor)
  • Hit Points 85 (9d8 + 45)
  • Speed 15 ft., (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, paralyzed, poisoned, petrified
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
  • Languages Terran
  • Challenge CR6 (2,300 XP)
  • False Appearance. While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
  • Rolling Charge. If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions


  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) bludgeoning damage.
  • Animate Boulders (1/Day). The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can’t be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).
Medium elemental, chaotic evil
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR2 (450 XP)

Gargoyle

Medium elemental, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., fly 60 ft.
STR
15 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Terran
  • Challenge CR2 (450 XP)
  • False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions


  • Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
Large plant, unaligned
  • Hit Points:


    1 (1d10 - 4)
  • Armor Class:


    5
  • Speed:


    0 ft., fly 10 ft. (hover)
  • Challenge Rating:


    CR1/2 (100 XP)

Gas Spore

Large plant, unaligned
  • Armor Class 5
  • Hit Points 1 (1d10 - 4)
  • Speed 0 ft., fly 10 ft. (hover)
STR
5 (-3)
DEX
1 (-5)
CON
3 (-4)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
  • Challenge CR1/2 (100 XP)
  • Death Burst. The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease. Spores invade an infected creature’s system, killing the creature in a number of hours equal to 1d12 + the creature’s Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
  • Eerie Resemblance. The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions


  • Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: (1) poison damage. The creature must succeed on a DC 10 constitution saving throw or become infected with the disease described in the death burst trait
Medium aberration, lawful evil
  • Hit Points:


    67 (9d8 + 27)
  • Armor Class:


    15 (natural armor)
  • Speed:


    o ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR6 (2,300 XP)

Gauth

Medium aberration, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed o ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
13 (+1)
  • Saving Throws Int +5, Wis +5, Cha +4
  • Skills Perception +5
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Deep Speech, Undercommon
  • Challenge CR6 (2,300 XP)
  • Stunning Gaze. When a creature that can see the gauth’s central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.

    Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.
  • Death Throes. When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8) piercing damage.
  • Eye Rays. The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it
  • 1. Devour Magic Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
  • 2. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • 3. Pushing Ray. The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth’s next turn.
  • 4. Fire Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
  • 5. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 6. Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Tiny aberration, neutral evil
  • Hit Points:


    13 (3d4 + 6)
  • Armor Class:


    13
  • Speed:


    o ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR1/2 (100 XP)

Gazer

Tiny aberration, neutral evil
  • Armor Class 13
  • Hit Points 13 (3d4 + 6)
  • Speed o ft., fly 30 ft. (hover)
STR
3 (-4)
DEX
17 (+3)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
7 (-2)
  • Saving Throws Wis +2
  • Skills Perception +4, Stealth +5
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge CR1/2 (100 XP)
  • Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
  • Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
  • Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it
  • 1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
  • 2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
  • 3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
  • 4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Large ooze, unaligned
  • Hit Points:


    84 (8d10 + 40)
  • Armor Class:


    6
  • Speed:


    15 ft.
  • Challenge Rating:


    CR2 (450 XP)

Gelatinous Cube

Large ooze, unaligned
  • Armor Class 6
  • Hit Points 84 (8d10 + 40)
  • Speed 15 ft.
STR
14 (+2)
DEX
3 (-4)
CON
20 (+5)
INT
1 (-5)
WIS
6 (-2)
CHA
1 (-5)
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Challenge CR2 (450 XP)
  • Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

    Creatures inside the cube can be seen but have total cover.

    A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

    The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
  • Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Actions


  • Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) acid damage.
  • Engulf. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

    On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

    On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21, 6d6, acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

    An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
Huge Fiend (Devil), Lawful Evil
  • Hit Points:


    300 (24d12+144)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., fly 50ft.
  • Challenge Rating:


    CR22 (41,000 XP)

Geryon

Huge Fiend (Devil), Lawful Evil
  • Armor Class 19 (natural armor)
  • Hit Points 300 (24d12+144)
  • Speed 30 ft., fly 50ft.
STR
29 (+9)
DEX
17 (+3)
CON
22 (+6)
INT
19 (+4)
WIS
16 (+3)
CHA
23 (+6)
  • Saving Throws Dex +10, Con +13, Wis +10, Cha +13
  • Skills Deception +13, Intimidation +13, Perception +10
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities cold, fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 20
  • Languages all, telepathy 120 ft.
  • Challenge CR22 (41,000 XP)
  • Innate Spellcasting. Geryon’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice1/day each: divine word, symbol (pain only)
  • Legendary Resistance (3/Day). If Geryon fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Geryon has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Geryon’s weapon attacks are magical.
  • Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. Geryon makes two attacks: one with his claws and one with his stinger.
  • Claws. Melee Weapon: +16 to hit, reach 15 ft., One target. Hit: (4d6+9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.
  • Stinger. Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (2d4+9) Piercing damage. The target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
  • Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions


Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Geryon regains spent legendary actions at the start of their turn.
  • Infernal Glare.Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
  • Swift Sting (Costs 2 Actions).Geryon attacks with his stinger.
  • Teleport. .Geryon uses his Teleport action.
Medium undead, chaotic evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ghast

Medium undead, chaotic evil
  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
  • Damage Resistance necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge CR2 (450 XP)
  • Stench. Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
  • Turn Defiance. The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (2d8 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium undead, any alignment
  • Hit Points:


    45 (10d8)
  • Armor Class:


    11
  • Speed:


    0 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR4 (1,100 XP)

Ghost

Medium undead, any alignment
  • Armor Class 11
  • Hit Points 45 (10d8)
  • Speed 0 ft., fly 40 ft. (hover)
STR
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
17 (+3)
  • Damage Resistance acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any languages it knew in life
  • Challenge CR4 (1,100 XP)
  • Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
  • Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions


  • Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4d6 + 3) necrotic damage.
  • Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
  • Horrifying Visage. Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
  • Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

    The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Medium undead, chaotic evil
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Ghoul

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common
  • Challenge CR1 (200 XP)

Actions


  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: (2d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Huge beast, unaligned
  • Hit Points:


    157 (15d12 + 60)
  • Armor Class:


    12
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Giant Ape

Huge beast, unaligned
  • Armor Class 12
  • Hit Points 157 (15d12 + 60)
  • Speed 40 ft., climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Athletics +9, Perception +4
  • Senses passive Perception 14
  • Challenge CR7 (2,900 XP)

Actions


  • Multiattack. The ape makes two fist attacks.
  • Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d10 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +9 to hit, reach 50/100 ft., one target. Hit: (7d6 + 6) bludgeoning damage.
Medium beast, unaligned
  • Hit Points:


    13 (2d8 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft., burrow 10 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Badger

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft., burrow 10 ft.
STR
13 (+1)
DEX
10 (+0)
CON
15 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses darkvision 30 ft., passive Perception 11
  • Challenge CR1/4 (50 XP)
  • Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The badger makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage.
Large beast, unaligned
  • Hit Points:


    22 (4d10)
  • Armor Class:


    13
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Bat

Large beast, unaligned
  • Armor Class 13
  • Hit Points 22 (4d10)
  • Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge CR1/4 (50 XP)
  • Echolocation. The bat can't use its blindsight while deafened.
  • Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
Large beast, unaligned
  • Hit Points:


    42 (5d10 + 15)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Giant Boar

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft.
STR
17 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
7 (-2)
CHA
5 (-3)
  • Senses passive Perception 8
  • Challenge CR2 (450 XP)
  • Charge. If the boar moves at least 20 ft. straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions


  • Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
Small beast, unaligned
  • Hit Points:


    4 (1d6 + 1)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Centipede

Small beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft., climb 30 ft.
STR
5 (-3)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
7 (-2)
CHA
3 (-4)
  • Senses blindsight 30 ft., passive Perception 8
  • Challenge CR1/4 (50 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Huge beast, unaligned
  • Hit Points:


    60 (8d12 + 8)
  • Armor Class:


    12
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Giant Constrictor Snake

Huge beast, unaligned
  • Armor Class 12
  • Hit Points 60 (8d12 + 8)
  • Speed 30 ft., swim 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Challenge CR2 (450 XP)

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.
  • Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled, escape dc 16 Until this grapple ends, the creature is restrained, and the snake can't constrict another target
Medium beast, unaligned
  • Hit Points:


    13 (3d8)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Giant Crab

Medium beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
  • Skills Stealth +4
  • Senses blindsight 30 ft., passive Perception 9
  • Challenge CR1/8 (25 XP)
  • Amphibious. The crab can breathe air and water.

Actions


  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage. The target is grappled, escape dc 11 The crab has two claws, each of which can grapple only one target
Huge beast, unaligned
  • Hit Points:


    85 (9d12 + 27)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Giant Crocodile

Huge beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 30 ft., swim 50 ft.
STR
21 (+5)
DEX
9 (-1)
CON
17 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Stealth +5
  • Senses passive Perception 10
  • Challenge CR5 (1,800 XP)
  • Hold Breath. The crocodile can hold its breath for 30 minutes.

Actions


  • Multiattack. The crocodile makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d10 + 5) piercing damage. The target is grappled, escape dc 16 Until this grapple ends, the target is restrained, and the crocodile can't bite another target
  • Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone
Large beast, neutral good
  • Hit Points:


    26 (4d10 + 4)
  • Armor Class:


    13
  • Speed:


    10 ft., fly 80 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Eagle

Large beast, neutral good
  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., fly 80 ft.
STR
16 (+3)
DEX
17 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant Eagle, understands Common and Auran but can't speak them
  • Challenge CR1 (200 XP)
  • Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
  • Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
Huge beast, unaligned
  • Hit Points:


    42 (5d12 + 10)
  • Armor Class:


    14 (natural armor)
  • Speed:


    60 ft.
  • Challenge Rating:


    CR2 (450 XP)

Giant Elk

Huge beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 42 (5d12 + 10)
  • Speed 60 ft.
STR
19 (+4)
DEX
16 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
14 (+2)
CHA
10 (+0)
  • Skills Perception +4
  • Senses passive Perception 14
  • Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
  • Challenge CR2 (450 XP)
  • Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions


  • Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: (4d8 + 4) bludgeoning damage.
Small beast, unaligned
  • Hit Points:


    4 (1d6 + 1)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Giant Fire Beetle

Small beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 30 ft.
STR
8 (-1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (-5)
WIS
7 (-2)
CHA
3 (-4)
  • Senses blindsight 30 ft., passive Perception 8
  • Challenge CR0 (10 XP)
  • Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..

Actions


  • Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6 - 1) slashing damage.
Medium beast, unaligned
  • Hit Points:


    18 (4d8)
  • Armor Class:


    11
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Frog

Medium beast, unaligned
  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Perception +2, Stealth +3
  • Senses darkvision 30 ft., passive Perception 12
  • Challenge CR1/4 (50 XP)
  • Amphibious. The frog can breathe air and water
  • Standing Leap. The frog's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. The target is grappled, escape dc 11 Until this grapple ends, the target is restrained, and the frog can't bite another target
  • Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.

    If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Giant Goat

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STR
17 (+3)
DEX
11 (+0)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Senses passive Perception 11
  • Challenge CR1/2 (100 XP)
  • Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions


  • Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Large beast, unaligned
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    12
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Hyena

Large beast, unaligned
  • Armor Class 12
  • Hit Points 45 (6d10 + 12)
  • Speed 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR1 (200 XP)
  • Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Lizard

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 30 ft., climb 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge CR1/4 (50 XP)
  • Variant: Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
  • Variant: Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
Large beast, unaligned
  • Hit Points:


    52 (8d10 + 8)
  • Armor Class:


    11
  • Speed:


    10 ft., swim 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Octopus

Large beast, unaligned
  • Armor Class 11
  • Hit Points 52 (8d10 + 8)
  • Speed 10 ft., swim 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
4 (-3)
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge CR1 (200 XP)
  • Hold Breath. While out of water, the octopus can hold its breath for 1 hour.
  • Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing. The octopus can breathe only underwater.

Actions


  • Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled, escape DC 16. Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target
  • Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Large beast, neutral
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    12
  • Speed:


    5 ft., fly 60 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Owl

Large beast, neutral
  • Armor Class 12
  • Hit Points 19 (3d10 + 3)
  • Speed 5 ft., fly 60 ft.
STR
13 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
13 (+1)
CHA
10 (+0)
  • Skills Perception +5, Stealth +4
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Giant Owl, Understands Common, Elvish, And Sylvan But Can't Speak Them
  • Challenge CR1/4 (50 XP)
  • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions


  • Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) slashing damage.
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    14
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Poisonous Snake

Medium beast, unaligned
  • Armor Class 14
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft., swim 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 12
  • Challenge CR1/4 (50 XP)

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Small beast, unaligned
  • Hit Points:


    7 (2d6)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Giant Rat

Small beast, unaligned
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge CR1/8 (25 XP)
  • Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Large beast, unaligned
  • Hit Points:


    52 (7d10 + 14)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Giant Scorpion

Large beast, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.
STR
15 (+2)
DEX
13 (+1)
CON
15 (+2)
INT
1 (-5)
WIS
9 (-1)
CHA
3 (-4)
  • Senses blindsight 60 ft., passive Perception 9
  • Challenge CR3 (700 XP)

Actions


  • Multiattack. The scorpion makes three attacks: two with its claws and one with its sting.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage. The target is grappled, escape dc 12 The scorpion has two claws, each of which can grapple only one target
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one
Large beast, unaligned
  • Hit Points:


    16 (3d10)
  • Armor Class:


    13 (natural armor)
  • Speed:


    0 ft., swim 40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Giant Sea Horse

Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d10)
  • Speed 0 ft., swim 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Senses passive Perception 11
  • Challenge CR1/2 (100 XP)
  • Charge. If the sea horse moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  • Water Breathing. The sea horse can breathe only underwater.

Actions


  • Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.
Huge beast, unaligned
  • Hit Points:


    126 (11d12 + 55)
  • Armor Class:


    13 (natural armor)
  • Speed:


    0 ft., swim 50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Giant Shark

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 0 ft., swim 50 ft.
STR
23 (+6)
DEX
11 (+0)
CON
21 (+5)
INT
1 (-5)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Perception +3
  • Senses blindsight 60 ft., passive Perception 13
  • Challenge CR5 (1,800 XP)
  • Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Water Breathing. The shark can breathe only underwater.

Actions


  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d10 + 6) piercing damage.
Large beast, unaligned
  • Hit Points:


    26 (4d10 + 4)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Spider

Large beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
4 (-3)
  • Skills Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Challenge CR1 (200 XP)
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed - AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.
Large monstrosity, neutral evil
  • Hit Points:


    22 (3d10 + 6)
  • Armor Class:


    14 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Strider

Large monstrosity, neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 22 (3d10 + 6)
  • Speed 50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages -
  • Challenge CR1 (200 XP)
  • Fire Absorption. Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Fire Burst (Recharge 5–6). The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn or carried.
Large beast, unaligned
  • Hit Points:


    39 (6d10 + 6)
  • Armor Class:


    11
  • Speed:


    20 ft., swim 40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Toad

Large beast, unaligned
  • Armor Class 11
  • Hit Points 39 (6d10 + 6)
  • Speed 20 ft., swim 40 ft.
STR
15 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge CR1 (200 XP)
  • Amphibious. The toad can breathe air and water
  • Standing Leap. The toad's long jump is up to 20 ft. and its high jump is up to 10 ft., with or without a running start.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d10)poison damage. The target is grappled, escape dc 13 Until this grapple ends, the target is restrained, and the toad can't bite another target
  • Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.

    If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Large beast, neutral evil
  • Hit Points:


    22 (3d10 + 6)
  • Armor Class:


    10
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Giant Vulture

Large beast, neutral evil
  • Armor Class 10
  • Hit Points 22 (3d10 + 6)
  • Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages understands Common but can't speak
  • Challenge CR1 (200 XP)
  • Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Multiattack. The vulture makes two attacks: one with its beak and one with its talons.
  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.
  • Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage.
Medium beast, unaligned
  • Hit Points:


    13 (3d8)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 50 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Giant Wasp

Medium beast, unaligned
  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 50 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
  • Senses passive Perception 10
  • Challenge CR1/2 (100 XP)

Actions


  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Medium beast, unaligned
  • Hit Points:


    9 (2d8)
  • Armor Class:


    13
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Giant Weasel

Medium beast, unaligned
  • Armor Class 13
  • Hit Points 9 (2d8)
  • Speed 40 ft.
STR
11 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
4 (-3)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR1/8 (25 XP)
  • Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    13
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Giant Wolf Spider

Medium beast, unaligned
  • Armor Class 13
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft., climb 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
4 (-3)
  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Challenge CR1/4 (50 XP)
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) piercing damage plus (2d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Medium aberration, neutral
  • Hit Points:


    67 (9d8 + 27)
  • Armor Class:


    9
  • Speed:


    10 ft., swim 10 ft.
  • Challenge Rating:


    CR2 (450 XP)

Gibbering Mouther

Medium aberration, neutral
  • Armor Class 9
  • Hit Points 67 (9d8 + 27)
  • Speed 10 ft., swim 10 ft.
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge CR2 (450 XP)
  • Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
  • Gibbering. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions


  • Multiattack. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
  • Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther
  • Blinding Spittle (Recharge 5-6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
Medium Humanoid (giff), Lawful Neutral
  • Hit Points:


    60 (8d8+24)
  • Armor Class:


    16 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Giff

Medium Humanoid (giff), Lawful Neutral
  • Armor Class 16 (breastplate)
  • Hit Points 60 (8d8+24)
  • Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
  • Senses passive Perception 11
  • Languages Common
  • Challenge CR3 (700 XP)
  • Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.
  • Firearms Knowledge. The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.

Actions


  • Multiattack. The giff makes two pistol attacks.
  • Longsword (One-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+4) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+4) Slashing damage.
  • Musket. Ranged Weapon: +4 to hit, reach 40/120 ft., One target. Hit: (1d12+2) Piercing damage.
  • Pistol. Ranged Weapon: +4 to hit, reach 30/90 ft., One target. Hit: (1d10+2) Piercing damage.
  • Fragmentation Grenade (1/day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.
Large monstrosity, unaligned
  • Hit Points:


    59 (7d10 + 21)
  • Armor Class:


    13
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Girallon

Large monstrosity, unaligned
  • Armor Class 13
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +5
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge CR4 (1,100 XP)
  • Aggressive. As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.
  • Keen Smell. The girallon has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The girallon makes five attacks: one with its bite and four with its claws.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d6 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d6 + 4) slashing damage.
Medium Humanoid (Gith), Lawful Evil
  • Hit Points:


    123 (19d8+38)
  • Armor Class:


    17 (half plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Githyanki Gish

Medium Humanoid (Gith), Lawful Evil
  • Armor Class 17 (half plate)
  • Hit Points 123 (19d8+38)
  • Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Con +6, Int +7, Wis +6
  • Skills Insight +6, Perception +6, Stealth +6
  • Senses passive Perception 16
  • Languages Gith
  • Challenge CR10 (5,900 XP)
  • Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: mage hand (the hand is invisible)3/day each: jump, misty step, nondetection (self only)1/day each: plane shift, telekinesis
  • Spellcasting. The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:Cantrips (at will): blade ward, light, message, true strike1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave2nd level (3 slots): blur, invisibility, levitate3rd level (3 slots): counterspell, fireball, haste4th level (2 slots): dimension door
  • War Magic. When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action

Actions


  • Multiattack. The githyanki makes two greatsword attacks.
  • Longsword (One Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+3) Slashing damage plus (4d8)Psychic damage.
  • Longsword (Two Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage plus (4d8)Psychic damage.
Medium Humanoid (Gith), Lawful Evil
  • Hit Points:


    180 (24d8+72)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Githyanki Kith'rak

Medium Humanoid (Gith), Lawful Evil
  • Armor Class 18 (plate)
  • Hit Points 180 (24d8+72)
  • Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
17 (+3)
  • Saving Throws Con +7, Int +7, Wis +6
  • Skills Intimidation +7, Perception +6
  • Senses passive Perception 16
  • Languages Gith
  • Challenge CR12 (8,400 XP)
  • Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: mage hand (the hand is invisible)3/day each: blur, jump, misty step, nondetection (self only)1/day each: plane shift, telekinesis
  • Rally the Troops. As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Actions


  • Multiattack. The githyanki makes three greatsword attacks.
  • Greatsword. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d6+4) Slashing damage plus (5d6)Psychic damage.

Reactions


  • Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.
Medium humanoid (gith), lawful evil
  • Hit Points:


    91 (14d8 + 28)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Githyanki Knight

Medium humanoid (gith), lawful evil
  • Armor Class 18 (plate)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
  • Saving Throws Con +5, Int +5, Wis +5
  • Senses passive Perception 12
  • Languages Gith
  • Challenge CR8 (3,900 XP)
  • Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: jump, misty step, nondetection (self only), tongues • 1/day each: plane shift, telekinesis

Actions


  • Multiattack. The githyanki makes two silver greatsword attacks.
  • Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage plus (3d6)psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body, as with the astral projection spell, the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage
Medium Humanoid (Gith), Lawful Evil
  • Hit Points:


    187 (22d8+88)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Githyanki Supreme Commander

Medium Humanoid (Gith), Lawful Evil
  • Armor Class 18 (plate)
  • Hit Points 187 (22d8+88)
  • Speed 30 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
  • Saving Throws Con +9, Int +8, Wis +8
  • Skills Insight +8, Intimidation +9, Perception +8
  • Senses passive Perception 18
  • Languages Gith
  • Challenge CR14 (11,500 XP)
  • Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: mage hand (the hand is invisible)3/day each: jump, levitate (self only), misty step, nondetection (self only)1/day each: Bigby’s hand, mass suggestion, plane shift, telekinesis

Actions


  • Multiattack. The githyanki makes two greatsword attacks.
  • Silver Greatsword. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (2d6+7) Slashing damage plus (5d6)Psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Reactions


  • Parry. The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.

Legendary Actions


Githyanki Supreme Commander can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Githyanki Supreme Commander regains spent legendary actions at the start of their turn.
  • Attack (2 Actions).The githyanki makes a greatsword attack.
  • Command Ally.The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
  • Teleport.The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
Medium humanoid (gith), lawful evil
  • Hit Points:


    49 (9d8 + 9)
  • Armor Class:


    17 (half plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Githyanki Warrior

Medium humanoid (gith), lawful evil
  • Armor Class 17 (half plate)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
13 (+1)
CHA
10 (+0)
  • Saving Throws Con +3, Int +3, Wis +3
  • Senses passive Perception 11
  • Languages Gith
  • Challenge CR3 (700 XP)
  • Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: jump, misty step, nondetection (self only)

Actions


  • Multiattack. The githyanki makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage plus (2d6)psychic damage.
Medium Humanoid (Gith), Lawful Neutral
  • Hit Points:


    144 (17d8+68)
  • Armor Class:


    20
  • Speed:


    30 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR16 (15,000 XP)

Githzerai Anarch

Medium Humanoid (Gith), Lawful Neutral
  • Armor Class 20
  • Hit Points 144 (17d8+68)
  • Speed 30 ft., fly 40 ft. (hover)
STR
16 (+3)
DEX
21 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
14 (+2)
  • Saving Throws Str +8, Dex +10, Int +9, Wis +10
  • Skills Arcana +9, Insight +10, Perception +10
  • Senses passive Perception 20
  • Languages Gith
  • Challenge CR16 (15,000 XP)
  • Innate Spellcasting (Psionics). The anarch’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: mage hand (the hand is invisible)3/day each: feather fall, jump, see invisibility, shield, telekinesis1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
  • Psychic Defence. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The githzerai makes three unarmed strikes.
  • Unarmed Strike. Melee Weapon: +10 to hit, reach 5 ft., One target. Hit: (2d8+5) Bludgeoning damage plus (4d8)Psychic damage.

Legendary Actions


Githzerai Anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Githzerai Anarch regains spent legendary actions at the start of their turn.
  • Strike.The anarch makes one unarmed strike.
  • Teleport.The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
  • Change Gravity (Costs 3 Actions).The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
Medium Humanoid (Gith), Lawful Neutral
  • Hit Points:


    112 (15d8+45)
  • Armor Class:


    18
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Githzerai Enlightened

Medium Humanoid (Gith), Lawful Neutral
  • Armor Class 18
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.
STR
14 (+2)
DEX
19 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
19 (+4)
CHA
13 (+1)
  • Saving Throws Str +6, Dex +8, Int +7, Wis +8
  • Skills Arcana +7, Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Gith
  • Challenge CR10 (5,900 XP)
  • Innate Spellcasting (Psionics). The githzerai’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:At will: mage hand (the hand is invisible)3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield1/day each: haste, plane shift, teleport
  • Psychic Defence. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The githzerai makes three unarmed strikes.
  • Unarmed Strike. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d8+4) Bludgeoning damage plus (3d8)Psychic damage.
  • Temporal Strike (Recharge 6). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d8+4) Bludgeoning damage plus (8d12)Psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it’s occupied.
Medium humanoid (gith), lawful neutral
  • Hit Points:


    38 (7d8 + 7)
  • Armor Class:


    14
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Githzerai Monk

Medium humanoid (gith), lawful neutral
  • Armor Class 14
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
  • Saving Throws Str +3, Dex +4, Int +3, Wis +4
  • Skills Insight +4, Perception +4
  • Senses passive Perception 14
  • Languages Gith
  • Challenge CR2 (450 XP)
  • Innate Spellcasting (Psionics). The githzerai’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: feather fall, jump, see invisibility, shield
  • Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The githzerai makes two unarmed strikes.
  • Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) bludgeoning damage plus (2d8)psychic damage. This is a magic weapon attack
Medium humanoid (gith), lawful neutral
  • Hit Points:


    84 (13d8 + 26)
  • Armor Class:


    17
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Githzerai Zerth

Medium humanoid (gith), lawful neutral
  • Armor Class 17
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.
STR
13 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
16 (+3)
WIS
17 (+3)
CHA
12 (+1)
  • Saving Throws Str +4, Dex +7, Int +6, Wis +6
  • Skills Arcana +6, Insight +6, Perception +6
  • Senses passive Perception 16
  • Languages Gith
  • Challenge CR6 (2,300 XP)
  • Innate Spellcasting (Psionics). The githzerai’s spellcasting ability is Wisdom, spell save DC 14, +6 to hit with spell attacks. It can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 3/day each: feather fall, jump, see invisibility, shield • 1/day each: phantasmal killer, plane shift
  • Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The githzerai makes two unarmed strikes.
  • Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (3d8)psychic damage. This is a magic weapon attack
Large fiend (demon), chaotic evil
  • Hit Points:


    157 (15d10 + 75)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Glabrezu

Large fiend (demon), chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
21 (+5)
INT
19 (+4)
WIS
17 (+3)
CHA
16 (+3)
  • Saving Throws Str +9, Con +9, Wis +7, Cha +7
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR9 (5,000 XP)
  • Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:

    • At will: darkness, detect magic, dispel magic
    • 1/day each: confusion, fly, power word stun
  • Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
  • Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled, escape DC 15. The glabrezu has two pincers, each of which can grapple only one target
  • Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d4 + 2) bludgeoning damage.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium humanoid (any race), any alignment
  • Hit Points:


    112 (15d8 + 45)
  • Armor Class:


    16 (studded leather, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Gladiator

Medium humanoid (any race), any alignment
  • Armor Class 16 (studded leather, shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge CR5 (1,800 XP)
  • Brave. The gladiator has advantage on saving throws against being frightened.
  • Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).

Actions


  • Multiattack. The gladiator makes three melee attacks or two ranged attacks.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone

Reactions


  • Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    112 (15d8 + 45)
  • Armor Class:


    16 (studded leather, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Gladiator of Geryon

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 16 (studded leather, shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR5 (1,800 XP)
  • Brave. The gladiator has advantage on saving throws against being frightened.
  • Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the gladiator gains a +4 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Multiattack. The gladiator makes three melee attacks or two ranged attacks.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d6+4) Piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d8+4) Piercing damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (2d6+4) Piercing damage.
  • Shield Bash. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (2d4+4) Bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions


  • Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the cultist takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    112 (15d8 + 45)
  • Armor Class:


    16 (studded leather, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Gladiator of Zariel

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 16 (studded leather, shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Str +7, Dex +5, Con +6
  • Skills Athletics +10, Intimidation +5
  • Senses passive Perception 11
  • Languages Any one language (usually Common)
  • Challenge CR5 (1,800 XP)
  • Brave. The gladiator has advantage on saving throws against being frightened.
  • Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).
  • Ferocious Surge (Recharges after a Short or Long Rest). When the gladiator hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The gladiator has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Multiattack. The gladiator makes three melee attacks or two ranged attacks.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d6+4) Piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d8+4) Piercing damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (2d6+4) Piercing damage.
  • Shield Bash. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (2d4+4) Bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reactions


  • Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.
Medium Humanoid (Elf), Neutral
  • Hit Points:


    104 (16d8 + 32)
  • Armor Class:


    14 (17 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Gloom Weaver

Medium Humanoid (Elf), Neutral
  • Armor Class 14 (17 with mage armor)
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
15 (+2)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Dex +8, Con +6
  • Damage Immunities Necrotic
  • Condition Immunities Charmed, exhaustion
  • Senses Darkvision 60 ft. , passive Perception 11
  • Languages Common, Elvish
  • Challenge CR9 (5,000 XP)
  • Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.
  • Fey Ancestry. The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams, +4 bonus to each damage roll), minor illusion, prestidigitation1st−5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt

Actions


  • Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action⁠ to cast.
  • Shadow Spear. (One-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (4d12)Necrotic damage.
  • Shadow Spear. (Two-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (4d12)Necrotic damage.

Reactions


  • Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns Invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.
Medium humanoid (gnoll), chaotic evil
  • Hit Points:


    22 (5d8)
  • Armor Class:


    15 (hide armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Gnoll

Medium humanoid (gnoll), chaotic evil
  • Armor Class 15 (hide armor, shield)
  • Hit Points 22 (5d8)
  • Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
11 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Gnoll
  • Challenge CR1/2 (100 XP)
  • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage.
  • Spear (One-Handed; Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Spear (Two-Handed; Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Longbow. Ranged Weapon Attack: +3 to hit, reach 150/600 ft., one target. Hit: (1d8 + 1) piercing damage.
Medium fiend (gnoll), chaotic evil
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    14 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Gnoll Fang of Yeenoghu

Medium fiend (gnoll), chaotic evil
  • Armor Class 14 (hide armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
13 (+1)
  • Saving Throws Con +4, Wis +2, Cha +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Gnoll
  • Challenge CR4 (1,100 XP)
  • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d6 + 3) piercing damage plus (2d6)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
Medium humanoid (gnoll), chaotic evil
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    14 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Gnoll Flesh Gnawer

Medium humanoid (gnoll), chaotic evil
  • Armor Class 14 (studded leather)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
  • Saving Throws Dex +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Gnoll
  • Challenge CR1 (200 XP)
  • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks.
Medium humanoid (giant), chaotic evil
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Gnoll Hunter

Medium humanoid (giant), chaotic evil
  • Armor Class 13
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +3, Stealth +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Gnoll
  • Challenge CR1/2 (100 XP)
  • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage. The target’s speed is reduced by 10 feet until the end of its next turn
Medium humanoid (gnoll), chaotic evil
  • Hit Points:


    49 (9d8 + 9)
  • Armor Class:


    15 (chain shirt)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Gnoll Pack Lord

Medium humanoid (gnoll), chaotic evil
  • Armor Class 15 (chain shirt)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Gnoll
  • Challenge CR2 (450 XP)
  • Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage.
  • Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Incite Rampage (Recharge 5–6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.
Medium undead, chaotic evil
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Gnoll Witherling

Medium undead, chaotic evil
  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
14 (+2)
DEX
8 (-1)
CON
12 (+1)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands Gnoll but can't speak
  • Challenge CR1/4 (50 XP)
  • Rampage. When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The witherling makes two attacks: one with its bite and one with its club, or two with its club.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage.

Reactions


  • Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.
Medium beast, unaligned
  • Hit Points:


    4 (1d8)
  • Armor Class:


    10
  • Speed:


    40 ft.
  • Challenge Rating:


    CR0 (10 XP)

Goat

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 40 ft.
STR
12 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Senses passive Perception 10
  • Challenge CR0 (10 XP)
  • Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
  • Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions


  • Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
Small humanoid (goblinoid), neutral evil
  • Hit Points:


    7 (2d6)
  • Armor Class:


    15 (leather armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Goblin

Small humanoid (goblinoid), neutral evil
  • Armor Class 15 (leather armor, shield)
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge CR1/4 (50 XP)
  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions


  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Small humanoid (goblinoid), neutral evil
  • Hit Points:


    21 (6d6)
  • Armor Class:


    17 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Goblin Boss

Small humanoid (goblinoid), neutral evil
  • Armor Class 17 (chain shirt, shield)
  • Hit Points 21 (6d6)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge CR1 (200 XP)
  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions


  • Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Javelin (Melee). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +2 to hit, reach 30/120 ft., one target. Hit: (1d6) piercing damage.

Reactions


  • Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Medium dragon, lawful good
  • Hit Points:


    60 (8d8 + 24)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Gold Dragon Wyrmling

Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
16 (+3)
  • Saving Throws Dex +4, Con +5, Wis +2, Cha +5
  • Skills Perception +4, Stealth +4
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR3 (700 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or weakening breath)
  • Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large monstrosity, unaligned
  • Hit Points:


    114 (12d10 + 48)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Gorgon

Large monstrosity, unaligned
  • Armor Class 19 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +4
  • Condition Immunities petrified
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge CR5 (1,800 XP)
  • Trampling Charge. If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.

Actions


  • Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d12 + 5) piercing damage.
  • Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d10 + 5) bludgeoning damage.
  • Petrifying Breath (Recharge 5-6). The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Huge fiend (demon), chaotic evil
  • Hit Points:


    310 (23d12 + 161)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Goristro

Huge fiend (demon), chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 310 (23d12 + 161)
  • Speed 40 ft.
STR
25 (+7)
DEX
11 (+0)
CON
25 (+7)
INT
6 (-2)
WIS
13 (+1)
CHA
14 (+2)
  • Saving Throws Str +13, Dex +6, Con +13, Wis +7
  • Skills Perception +7
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal
  • Challenge CR17 (18,000 XP)
  • Charge. If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
  • Labyrinthine Recall. The goristro can perfectly recall any path it has traveled.
  • Magic Resistance. The goristro has advantage on saving throws against spells and other magical effects.
  • Siege Monster. The goristro deals double damage to objects and structures.

Actions


  • Multiattack. The goristro makes three attacks: two with its fists and one with its hoof.
  • Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
  • Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone
  • Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (7d10 + 7) piercing damage.
Medium ooze, unaligned
  • Hit Points:


    22 (3d8 + 9)
  • Armor Class:


    8
  • Speed:


    10 ft., climb 10 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Gray Ooze

Medium ooze, unaligned
  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 10 ft., climb 10 ft.
STR
12 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
1 (-5)
WIS
6 (-2)
CHA
2 (-4)
  • Skills Stealth +2
  • Damage Resistance acid, cold, fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
  • False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions


  • Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage plus (2d6)acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Large Monstrosity, Chaotic Neutral
  • Hit Points:


    189 (18d10+90)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Gray Render

Large Monstrosity, Chaotic Neutral
  • Armor Class 19 (natural armor)
  • Hit Points 189 (18d10+90)
  • Speed 30 ft.
STR
19 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
6 (-2)
CHA
8 (-1)
  • Saving Throws Str +8, Con +9
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge CR12 (8,400 XP)

Actions


  • Multiattack. The gray render makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d12+4) Piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.
  • Claws. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (2d8+4) Slashing damage plus (2d6)Bludgeoning damage. Hit: Plus 7 (2d6) bludgeoning damage if the target is prone.

Reactions


  • Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.
Medium aberration (shapechanger), chaotic neutral
  • Hit Points:


    127 (17d8 + 51)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Gray Slaad

Medium aberration (shapechanger), chaotic neutral
  • Armor Class 18 (natural armor)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.
STR
17 (+3)
DEX
17 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
8 (-1)
CHA
14 (+2)
  • Skills Arcana +5, Perception +7
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17
  • Languages Slaad, telepathy 60 ft.
  • Challenge CR9 (5,000 XP)
  • Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components: • At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image • 2/day each: fear, fly, fireball, tongues • 1/day: plane shift (self only)
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The slaad’s weapon attacks are magical.
  • Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.
  • Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
Large Fiend (Demon, Shapechanger), Chaotic Evil
  • Hit Points:


    346 (33d10+165)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR24 (62,000 XP)

Graz'zt

Large Fiend (Demon, Shapechanger), Chaotic Evil
  • Armor Class 20 (natural armor)
  • Hit Points 346 (33d10+165)
  • Speed 40 ft.
STR
22 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
23 (+6)
WIS
21 (+5)
CHA
26 (+8)
  • Saving Throws Dex +9, Con +12, Wis +12
  • Skills Deception +15, Insight +12, Perception +12, Persuasion +15
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 22
  • Languages All, telepathy 120 ft.
  • Challenge CR24 (62,000 XP)
  • Shape Changer. Graz’zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
  • Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers 3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport 1/day each: dominate monster, greater invisibility
  • Legendary Resistance (3/Day). If Graz’zt fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Graz’zt’s weapon attacks are magical

Actions


  • Multiattack. Graz'zt attacks twice with Wave of Sorrow
  • Wave of Sorrow (Greatsword). Melee Weapon: +13 to hit, reach 10 ft., One target. Hit: (4d6+6) Slashing damage plus (3d6)Acid damage.
  • Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions


Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Graz'zt regains spent legendary actions at the start of their turn.
  • Attack.Graz'zt attacks once with Wave of Sorrow
  • Dance, My Puppet!.One creature charmed by Graz’zt that Graz’zt can see must use its reaction to move up to its speed as Graz’zt directs.
  • Sow Discord.Graz’zt casts crown of madness or dissonant whispers
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    187 (25d8+75)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft. fly 40 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Green Abishai

Medium Fiend (Devil), Lawful Evil
  • Armor Class 18 (natural armor)
  • Hit Points 187 (25d8+75)
  • Speed 30 ft. fly 40 ft.
STR
12 (+1)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
19 (+4)
  • Saving Throws Int +8, Cha +9
  • Skills Deception +9, Insight +6, Perception +6, Persuasion +9
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft., passive Perception 16
  • Languages Draconic, Infernal, telepathy 120 ft.
  • Challenge CR15 (13,000 XP)
  • Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
  • Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The abishai's weapon attacks are magical
  • Innate Spellcasting. The abishai’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:At will: alter self, major image3/day each: charm person, detect thoughts, fear1/day each: confusion, dominate person, mass suggestion

Actions


  • Multiattack. The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.
  • Longsword (One-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+1) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+1) Slashing damage.
  • Claws. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d8+3) Piercing damage plus (2d10)Poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium dragon, lawful evil
  • Hit Points:


    38 (7d8 + 7)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Green Dragon Wyrmling

Medium dragon, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., fly 60 ft., swim 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
13 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
13 (+1)
  • Saving Throws Dex +3, Con +3, Wis +2, Cha +3
  • Skills Perception +4, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d6)poison damage.
  • Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Green Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Resistance poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge CR2 (450 XP)
  • Amphibious. The drake can breathe air and water.

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Medium fey, neutral evil
  • Hit Points:


    82 (11d8 + 33)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Green Hag

Medium fey, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
  • Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic, Sylvan
  • Challenge CR3 (700 XP)
  • Amphibious. The hag can breathe air and water.
  • Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components: • At will: dancing lights, minor illusion, vicious mockery
  • Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify, ray of sickness • 2nd level (3 slots): hold person, locate object • 3rd level (3 slots): bestow curse, counterspell, lightning bolt • 4th level (3 slots): phantasmal killer, polymorph • 5th level (2 slots): contact other plane, scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The green hag's spell save DC is 13, and the spell attack bonus is +5 for these spells.

Actions


  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
  • Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Large aberration (shapechanger), chaotic neutral
  • Hit Points:


    127 (15d10 + 45)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Green Slaad

Large aberration (shapechanger), chaotic neutral
  • Armor Class 16 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
8 (-1)
CHA
12 (+1)
  • Skills Arcana +3, Perception +2
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
  • Languages Slaad, telepathy 60 ft.
  • Challenge CR8 (3,900 XP)
  • Shapechanger. The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Innate Spellcasting. The slaad’s innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:

    • At will: detect magic, detect thoughts, mage hand
    • 2/day each: fear, invisibility (self only)
    • 1/day: fireball
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
  • Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.
  • Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage.
  • Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
  • Hurl Flame. Ranged Spell Attack: +4 to hit, reach 60 ft., one target. Hit: (3d6) fire damage. The fire ignites flammable objects that aren’t being worn or carried
Medium aberration, neutral evil
  • Hit Points:


    55 (10d8 + 10)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR3 (700 XP)

Grell

Medium aberration, neutral evil
  • Armor Class 12
  • Hit Points 55 (10d8 + 10)
  • Speed 10 ft., fly 30 ft. (hover)
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
9 (-1)
  • Skills Perception +4, Stealth +6
  • Damage Immunities lightning
  • Condition Immunities blinded, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages Grell
  • Challenge CR3 (700 XP)

Actions


  • Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.
  • Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (1d10 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or be poisoned for 1 minute The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. The target is also grappled, escape DC 15. If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it
  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage.
Medium monstrosity, neutral
  • Hit Points:


    27 (6d8)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Grick

Medium monstrosity, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 27 (6d8)
  • Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
11 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
5 (-3)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge CR2 (450 XP)
  • Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


  • Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
  • Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage.
  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Large monstrosity, neutral
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Grick Alpha

Large monstrosity, neutral
  • Armor Class 18 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
14 (+2)
CHA
9 (-1)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge CR7 (2,900 XP)
  • Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


  • Multiattack. The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.
  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
  • Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (4d8 + 4) slashing damage.
  • Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage.
Large monstrosity, unaligned
  • Hit Points:


    59 (7d10 + 21)
  • Armor Class:


    12
  • Speed:


    30 ft., fly 80 ft.
  • Challenge Rating:


    CR2 (450 XP)

Griffon

Large monstrosity, unaligned
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 30 ft., fly 80 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
8 (-1)
  • Skills Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Challenge CR2 (450 XP)
  • Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
  • Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Medium humanoid (grimlock), neutral evil
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    11
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Grimlock

Medium humanoid (grimlock), neutral evil
  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
8 (-1)
CHA
6 (-2)
  • Skills Athletics +5, Perception +3, Stealth +3
  • Damage Immunities blinded
  • Senses blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
  • Languages Undercommon
  • Challenge CR1/4 (50 XP)
  • Blind Senses. The grimlock can't use its blindsight while deafened and unable to smell.
  • Keen Hearing and Smell. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Stone Camouflage. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


  • Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage plus (1d4)piercing damage.
Small humanoid (grung), lawful evil
  • Hit Points:


    11 (2d6 + 4)
  • Armor Class:


    12
  • Speed:


    25 ft., climb 25 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Grung

Small humanoid (grung), lawful evil
  • Armor Class 12
  • Hit Points 11 (2d6 + 4)
  • Speed 25 ft., climb 25 ft.
STR
7 (-2)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Dex +4
  • Skills Athletics +2, Perception +2, Stealth +4, Survival +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages Grung
  • Challenge CR1/4 (50 XP)
  • Amphibious. The grung can breathe air and water.
  • Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions


  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
Small humanoid (grung), lawful evil
  • Hit Points:


    49 (9d6 + 18)
  • Armor Class:


    13
  • Speed:


    25 ft., climb 25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Grung Elite Warrior

Small humanoid (grung), lawful evil
  • Armor Class 13
  • Hit Points 49 (9d6 + 18)
  • Speed 25 ft., climb 25 ft.
STR
7 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
12 (+1)
  • Saving Throws Dex +5
  • Skills Athletics +2, Perception +2, Stealth +5, Survival +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 12
  • Languages Grung
  • Challenge CR2 (450 XP)
  • Amphibious. The grung can breathe air and water.
  • Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Mesmerizing Chirr (Recharge 6). The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung’s next turn.
Small humanoid (grung), lawful evil
  • Hit Points:


    27 (5d6 + 10)
  • Armor Class:


    13 (16 with barkskin)
  • Speed:


    25 ft., climb 25 ft.
  • Challenge Rating:


    CR1 (200 XP)

Grung Wildling

Small humanoid (grung), lawful evil
  • Armor Class 13 (16 with barkskin)
  • Hit Points 27 (5d6 + 10)
  • Speed 25 ft., climb 25 ft.
STR
7 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
  • Saving Throws Dex +5
  • Skills Athletics +2, Perception +4, Stealth +5, Survival
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 14
  • Languages Grung
  • Challenge CR1 (200 XP)
  • Amphibious. The grung can breathe air and water.
  • Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Spellcasting. The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:

    • 1st level (4 slots): cure wounds, jump
    • 2nd level (3 slots): barkskin, spike growth
    • 3rd level (2 slots): plant growth
  • Standing Leap. The grung’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    16 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Guard

Medium humanoid (any race), any alignment
  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge CR1/8 (25 XP)

Actions


  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge CR2 (450 XP)

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    16 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Guard of Zariel

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 16 (chain shirt, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Any one language (usually Common)
  • Challenge CR1/8 (25 XP)
  • Ferocious Surge (Recharges after a Short or Long Rest). When the guard hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The guard has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Spear (Melee; One-Handed). Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.
  • Spear (Ranged). Ranged Weapon: +3 to hit, reach 20/60 ft., One target. Hit: (1d6+1) Piercing damage.
Large monstrosity, lawful good
  • Hit Points:


    127 (15d10 + 45)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Guardian Naga

Large monstrosity, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft.
STR
19 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
19 (+4)
CHA
18 (+4)
  • Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Celestial, Common
  • Challenge CR10 (5,900 XP)
  • Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
  • Spellcasting. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: • Cantrips (at will): mending, sacred flame, thaumaturgy • 1st level (4 slots): command, cure wounds, shield of faith • 2nd level (3 slots): calm emotions, hold person • 3rd level (3 slots): bestow curse, clairvoyance • 4th level (3 slots): banishment, freedom of movement • 5th level (2 slots): flame strike, geas • 6th level (1 slot): true seeing

Actions


  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: (1d8 + 4) piercing damage plus (10d8)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Spit Poison. Ranged Weapon Attack: +8 to hit, reach 15/30 ft., one creature. Hit: (10d8) poison damage. The target must make a DC 15 Constitution saving throw, taking full damage on a failed save, or half as much damage on a successful one.
Large monstrosity, lawful neutral
  • Hit Points:


    136 (16d10 + 48)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Gynosphinx

Large monstrosity, lawful neutral
  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 60 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
  • Skills Arcana +12, History +12, Perception +8, Religion +8
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Senses truesight 120 ft., passive Perception 18
  • Languages Common, Sphinx
  • Challenge CR11 (7,200 XP)
  • Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
  • Magic Weapons. The sphinx's weapon attacks are magical.
  • Spellcasting. The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, prestidigitation • 1st level (4 slots): detect magic, identify, shield • 2nd level (3 slots): darkness, locate object, suggestion • 3rd level (3 slots): dispel magic, remove curse, tongues • 4th level (3 slots): banishment, greater invisibility • 5th level (1 slot): legend lore

Actions


  • Multiattack. The sphinx makes two claw attacks.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.

Legendary Actions


Gynosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gynosphinx regains spent legendary actions at the start of their turn.
  • Claw Attack.The sphinx makes one claw attack.
  • Teleport (Costs 2 Actions).The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Cast a Spell (Costs 3 Actions).The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Hadrosaurus

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge CR1/4 (50 XP)

Actions


  • Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) bludgeoning damage.
Medium beast, humanoid, giant, or monstrosity, any
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Half-Dragon (Template)

Medium beast, humanoid, giant, or monstrosity, any
  • Armor Class 18 (plate)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +5, Perception +2
  • Damage Resistance fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge CR5 (1,800 XP)

Actions


Large giant, any chaotic alignment
  • Hit Points:


    30 (4d10 + 8)
  • Armor Class:


    12 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Half-Ogre

Large giant, any chaotic alignment
  • Armor Class 12 (hide armor)
  • Hit Points 30 (4d10 + 8)
  • Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
7 (-2)
WIS
9 (-1)
CHA
10 (+0)
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Giant
  • Challenge CR1 (200 XP)

Actions


  • Battleaxe (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) slashing damage.
  • Battleaxe (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 3) slashing damage.
  • Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (2d6 + 3) piercing damage.
Medium humanoid (human), any
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Half-Red Dragon Veteran

Medium humanoid (human), any
  • Armor Class 18 (plate)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +5, Perception +2
  • Damage Resistance fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic
  • Challenge CR5 (1,800 XP)

Actions


  • Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  • Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) piercing damage.
  • Fire Breath (Recharge 5–6). The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Medium monstrosity, chaotic evil
  • Hit Points:


    38 (7d8 + 7)
  • Armor Class:


    11
  • Speed:


    20 ft., fly 40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Harpy

Medium monstrosity, chaotic evil
  • Armor Class 11
  • Hit Points 38 (7d8 + 7)
  • Speed 20 ft., fly 40 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
13 (+1)
  • Senses passive Perception 10
  • Languages Common
  • Challenge CR1 (200 XP)

Actions


  • Multiattack. The harpy makes two attacks: one with its claws and one with its club.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage.
  • Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
  • Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 ft. of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 ft. away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy's song for the next 24 hours.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    13
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR0 (10 XP)

Hawk

Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 60 ft.
STR
5 (-3)
DEX
16 (+3)
CON
8 (-1)
INT
2 (-4)
WIS
14 (+2)
CHA
6 (-2)
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge CR0 (10 XP)
  • Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Medium fiend, lawful evil
  • Hit Points:


    45 (7d8 + 14)
  • Armor Class:


    15 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR3 (700 XP)

Hell Hound

Medium fiend, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
14 (+2)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
  • Skills Perception +5
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands infernal but can't speak it
  • Challenge CR3 (700 XP)
  • Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage plus (2d6)fire damage.
  • Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Huge Construct, Lawful Evil
  • Hit Points:


    216 (16d12+112)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Hellfire Engine

Huge Construct, Lawful Evil
  • Armor Class 18 (natural armor)
  • Hit Points 216 (16d12+112)
  • Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
24 (+7)
INT
2 (-4)
WIS
10 (+0)
CHA
1 (-5)
  • Saving Throws Dex +8, Wis +5, Cha +0
  • Damage Resistance Cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
  • Senses Darkvision 120ft., passive Perception 10
  • Languages Understands Infernal but can’t speak
  • Challenge CR16 (15,000 XP)
  • Immutable Form. The hellfire engine is immune to any spell or effect that would alter its form.
  • Magic Resistance. The hellfire engine has advantage on saving throws against spells and other magical effects.

Actions


  • Flesh-Crushing Stride. The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures’ spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine’s path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage. If the hellfire engine remains in the prone creature’s space, the creature is also restrained until it’s no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.
  • Hellfire Weapons. The hellfire engine uses one of the following options: Bonemelt Sprayer, Lightning Flail, or Thunder Cannon. If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
  • Bonemelt Sprayer (Hellfire Weapon Option). The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
  • Lightning Flail (Hellfire Weapon Option). Up to three other creatures of the hellfire engine’s choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
  • Thunder Cannon (Hellfire Weapon Option). The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
Medium construct, neutral
  • Hit Points:


    60 (8d8 + 24)
  • Armor Class:


    20 (plate, shield)
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Helmed Horror

Medium construct, neutral
  • Armor Class 20 (plate, shield)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft., fly 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Skills Perception +4
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Damage Immunities force, necrotic, poison
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages understands the languages of its creator but can’t speak
  • Challenge CR4 (1,100 XP)
  • Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects.
  • Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Actions


  • Multiattack. The helmed horror makes two longsword attacks.
  • Longsword (One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) slashing damage.
Large fiend (demon), chaotic evil
  • Hit Points:


    136 (13d10 + 65)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Hezrou

Large fiend (demon), chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 30 ft.
STR
19 (+4)
DEX
17 (+3)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
13 (+1)
  • Saving Throws Str +7, Con +8, Wis +4
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR8 (3,900 XP)
  • Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.
  • Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions


  • Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Huge giant, chaotic evil
  • Hit Points:


    105 (10d12 + 40)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Hill Giant

Huge giant, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
19 (+4)
INT
5 (-3)
WIS
9 (-1)
CHA
6 (-2)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Giant
  • Challenge CR5 (1,800 XP)

Actions


  • Multiattack. The giant makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (3d8 + 5) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +8 to hit, reach 60/240 ft., one target. Hit: (3d10 + 5) bludgeoning damage.
Large monstrosity, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    11
  • Speed:


    40 ft, fly 60 ft.
  • Challenge Rating:


    CR1 (200 XP)

Hippogriff

Large monstrosity, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 40 ft, fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +5
  • Senses passive Perception 15
  • Challenge CR1 (200 XP)
  • Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws.
  • Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
Medium humanoid (goblinoid), lawful evil
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    18 (chain mail, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Hobgoblin

Medium humanoid (goblinoid), lawful evil
  • Armor Class 18 (chain mail, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge CR1/2 (100 XP)
  • Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn't incapacitated.

Actions


  • Longsword (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d10 + 1) slashing damage.
  • Longbow. Ranged Weapon Attack: +3 to hit, reach 150/600 ft., one target. Hit: (1d8 + 1) piercing damage.
Medium humanoid (goblinoid), lawful evil
  • Hit Points:


    39 (6d8 + 12)
  • Armor Class:


    17 (half plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Hobgoblin Captain

Medium humanoid (goblinoid), lawful evil
  • Armor Class 17 (half plate)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge CR3 (700 XP)
  • Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Actions


  • Multiattack. The hobgoblin makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) piercing damage.
  • Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Medium humanoid (goblinoid), lawful evil
  • Hit Points:


    45 (7d8 + 14)
  • Armor Class:


    13 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Hobgoblin Devastator

Medium humanoid (goblinoid), lawful evil
  • Armor Class 13 (studded leather)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Arcana +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Goblin
  • Challenge CR4 (1,100 XP)
  • Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
  • Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
  • Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

    • Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
    • 1st level (4 slots): fog cloud, magic missile, thunderwave
    • 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
    • 3rd level (3 slots): fireball, fly, lightning bolt
    • 4th level (1 slot): ice storm

Actions


  • Fire Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Melf's Acid Arrow. Ranged Spell Attack: +5 to hit, reach 90 ft., one target. Hit: (4d4) acid damage plus (2d4)acid damage. The target takes another at the end of its next turn On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn
  • Quarterstaff (One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) bludgeoning damage.
  • Ray of Frost. Ranged Spell Attack: +5 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. The target's speed is reduced by 10 feet until the start of the hobgoblin's next turn
  • Scorching Ray. Ranged Spell Attack: +5 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The hobgoblin creates three rays when it casts this spell and it can hurl them at one or several targets in range
  • Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage. The target can't take reactions until the start of its next turn The hobgoblin has advantage on this attack if the target is wearing armor made of metal
Medium humanoid (goblinoid), lawful evil
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    15
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Hobgoblin Iron Shadow

Medium humanoid (goblinoid), lawful evil
  • Armor Class 15
  • Hit Points 32 (5d8 + 10)
  • Speed 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
  • Skills Acrobatics +5, Athletics +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge CR2 (450 XP)
  • Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

    • Cantrips (at will): minor illusion, prestidigitation, true strike
    • 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image
  • Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
  • Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage.
  • Dart. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.
Medium humanoid (goblinoid), lawful evil
  • Hit Points:


    97 (13d8 + 39)
  • Armor Class:


    20 (plate, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Hobgoblin Warlord

Medium humanoid (goblinoid), lawful evil
  • Armor Class 20 (plate, shield)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Int +5, Wis +3, Cha +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge CR6 (2,300 XP)
  • Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.

Actions


  • Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
  • Longsword (One-Handed). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone
  • Javelin (Melee). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +9 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Reactions


  • Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Tiny construct, neutral
  • Hit Points:


    5 (2d4)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., fly 40 ft.
  • Challenge Rating:


    CR0 (10 XP)

Homunculus

Tiny construct, neutral
  • Armor Class 13 (natural armor)
  • Hit Points 5 (2d4)
  • Speed 20 ft., fly 40 ft.
STR
4 (-3)
DEX
15 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
  • Damage Immunities poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can’t speak
  • Challenge CR0 (10 XP)
  • Telepathic Bond. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1) piercing damage. The target must succeed on a DC 10 constitution saving throw or be poisoned for 1 minute If the saving throw fails by 5 or more, the target is instead poisoned for 5, 1d10, minutes and unconscious while poisoned in this way
Large monstrosity, neutral
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Hook Horror

Large monstrosity, neutral
  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
  • Languages Hook Horror
  • Challenge CR3 (700 XP)
  • Echolocation. The hook horror can’t use its blindsight while deafened.
  • Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


  • Multiattack. The hook horror makes two hook attacks.
  • Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) piercing damage.
Large fiend (devil), lawful evil
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    18 (natural armor)
  • Speed:


    20 ft., fly 60 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Horned Devil

Large fiend (devil), lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 20 ft., fly 60 ft.
STR
22 (+6)
DEX
17 (+3)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
17 (+3)
  • Saving Throws Str +10, Dex +7, Wis +7, Cha +7
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR11 (7,200 XP)
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
  • Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d8 + 6) piercing damage.
  • Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10, 3d6, hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10, 3d6. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom Medicine check. The wound also closes if the target receives magical healing
  • Hurl Flame. Ranged Spell Attack: +7 to hit, reach 150 ft., one target. Hit: (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. A horned devil has a 30 percent chance of summoning one horned devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large Fiend , Chaotic Evil
  • Hit Points:


    90 (12d10+24)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Howler

Large Fiend , Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 40 ft.
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
5 (-3)
WIS
20 (+5)
CHA
6 (-2)
  • Skills Perception +8
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages understands Abyssal but can’t speak
  • Challenge CR8 (3,900 XP)
  • Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


  • Multiattack. The howler makes two bite attacks.
  • Rending Bite. Melee Weapon: +6 to hit, reach 5 ft. , One target. Hit: (2d6+3) Piercing damage plus (4d10)Psychic damage. Hit: 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
  • Mind-Breaking Howl (Recharge 6). The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn’t deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler’s next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
Large beast, unaligned
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    12 (natural armor)
  • Speed:


    0 ft., swim 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Hunter Shark

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 0 ft., swim 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
15 (+2)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)
  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Challenge CR2 (450 XP)
  • Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Water Breathing. The shark can breathe only underwater.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
Large Fiend (Devil), Lawful Evil
  • Hit Points:


    200 (16d10+112)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Hutijin

Large Fiend (Devil), Lawful Evil
  • Armor Class 19 (natural armor)
  • Hit Points 200 (16d10+112)
  • Speed 30 ft., fly 60 ft.
STR
27 (+8)
DEX
15 (+2)
CON
25 (+7)
INT
23 (+6)
WIS
19 (+4)
CHA
25 (+7)
  • Saving Throws Dex +9, Con +14, Wis +11
  • Skills Intimidation +14, Perception +11
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge CR21 (33,000 XP)
  • Infernal Despair. Each creature within 15 feet of Hutijin that isn’t a devil makes saving throws with disadvantage.
  • Innate Spellcasting. Hutijin’s innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire3/day: dispel magic1/day each: heal, symbol (hopelessness only)
  • Legendary Resistance (3/Day). . If Hutijin fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. . Hutijin has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Hutijin’s weapon attacks are magical.
  • Regeneration. Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. . Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.
  • Bite. . Melee Weapon: +15 to hit, reach 5 ft, One target. Hit: (2d6+8) Piercing damage. On hit, the target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Claw. Melee Weapon: +15 to hit, reach 10 ft. , One target. Hit: (2d8+8) slashing damage.
  • Mace. Melee Weapon: +15 to hit, reach 5 ft, One target. Hit: (2d6+8) bludgeoning damage.
  • Tail. Melee Weapon: +15 to hit, reach 10 ft., One target. Hit: (2d10+8) bludgeoning damage.
  • Teleport. Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Reactions


  • Fearful Voice (Recharge 5–6). . In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn’t a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin’s Fearful Voice for 24 hours.

Legendary Actions


Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hutijin regains spent legendary actions at the start of their turn.
  • Attack. .Hutijin attacks once with his mace.
  • Lightning Storm (Costs 2 Actions). .Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one
  • Teleport. .Hutijin uses his Teleport action.
Huge monstrosity, unaligned
  • Hit Points:


    172 (15d12 + 75)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Hydra

Huge monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +6
  • Senses darkvision 60 ft., passive Perception 16
  • Challenge CR8 (3,900 XP)
  • Hold Breath. The hydra can hold its breath for 1 hour.
  • Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

    Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.

    At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
  • Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
  • Wakeful. While the hydra sleeps, at least one of its heads is awake.

Actions


  • Multiattack. The hydra makes as many bite attacks as it has heads.
  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (1d10 + 5) piercing damage.
Medium Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    135 (18d8+54)
  • Armor Class:


    15
  • Speed:


    20 ft., swim 40 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Hydroloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 15
  • Hit Points 135 (18d8+54)
  • Speed 20 ft., swim 40 ft.
STR
12 (+1)
DEX
21 (+5)
CON
16 (+3)
INT
19 (+4)
WIS
10 (+0)
CHA
14 (+2)
  • Skills Insight +4, Perception +4
  • Damage Vulnerabilities fire
  • Damage Resistance cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR9 (5,000 XP)
  • Amphibious. The hydroloth can breathe air and water.
  • Innate Spellcasting. The hydroloth’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: darkness, detect magic, dispel magic, invisibility (self only), water walk3/day each: control water, crown of madness, fear, phantasmal killer, suggestion
  • Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The hydroloth’s weapon attacks are magical.
  • Secure Memory. The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.
  • Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls.

Actions


  • Multiattack. The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.
  • Claws. Melee Weapon: +9 to hit, reach 5 ft., One creature. Hit: (2d8+5) Slashing damage.
  • Bite. Melee Weapon: +9 to hit, reach 5 ft., One creature. Hit: (2d10+5) Piercing damage.
  • Steal Memory (1/Day). reach 60 ft., One creature. Hit: (4d6) Psychic damage. The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can’t cast spells, it can’t understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.
  • Teleport. The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Medium beast, unaligned
  • Hit Points:


    5 (1d8 + 1)
  • Armor Class:


    11
  • Speed:


    50 ft.
  • Challenge Rating:


    CR0 (10 XP)

Hyena

Medium beast, unaligned
  • Armor Class 11
  • Hit Points 5 (1d8 + 1)
  • Speed 50 ft.
STR
11 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
Large fiend (devil), lawful evil
  • Hit Points:


    180 (19d10 + 76)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Ice Devil

Large fiend (devil), lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 40 ft.
STR
21 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +7, Con +9, Wis +7, Cha +9
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities cold, fire, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR14 (11,500 XP)
  • Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes three attacks: one with its bite, one with its claws, and one with its tail or the devil makes two attacks: one with its spear and one with its tail.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 5) piercing damage plus (3d6)cold damage.
  • Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d4 + 5) slashing damage plus (3d6)cold damage.
  • Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d6 + 5) bludgeoning damage plus (3d6)cold damage.
  • Variant: Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d8 + 5) piercing damage plus (3d6)cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Wall of Ice (Recharge 6). The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter. When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. An ice devil has a 60 percent chance of summoning one ice devil. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Small elemental, neutral evil
  • Hit Points:


    21 (6d6)
  • Armor Class:


    11
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Ice Mephit

Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
STR
7 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Perception +2, Stealth +3
  • Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Aquan, Auran
  • Challenge CR1/2 (100 XP)
  • Death Burst. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
  • False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
  • Innate Spellcasting (1/Day). The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d4 + 1) slashing damage plus (1d4)cold damage.
  • Frost Breath (Recharge 6). The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
  • Variant: Summon Mephits (1/Day). Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium humanoid (any race), any alignment
  • Hit Points:


    38 (7d8 + 7)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Illusionist

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
13 (+1)
INT
16 (+3)
WIS
11 (+0)
CHA
12 (+1)
  • Saving Throws Int +5, Wis +2
  • Skills Arcana +5, History +5
  • Senses passive Perception 10
  • Languages any four languages
  • Challenge CR3 (700 XP)
  • Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:

    • Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray
    • 1st level (4 slots): color spray,^ disguise self,^ mage armor, magic missile
    • 2nd level (3 slots): invisibility,^ mirror image,^ phantasmal force^
    • 3rd level (3 slots): major image,^ phantom steed^
    • 4th level (1 slot): phantasmal killer^
    ^Illusion spell of 1st level or higher
  • Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.

Actions


  • Quarterstaff (One-Handed). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.
Imp
Tiny fiend (devil, shapechanger), lawful evil
  • Hit Points:


    10 (3d4 + 3)
  • Armor Class:


    13
  • Speed:


    20 ft., fly 40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Imp

Tiny fiend (devil, shapechanger), lawful evil
  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft.
STR
6 (-2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Infernal
  • Challenge CR1 (200 XP)
  • Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Devil's Sight. Magical darkness doesn't impede the imp's darkvision.
  • Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
  • Variant: Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.

Actions


  • Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Medium fiend (shapechanger), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Incubus

Medium fiend (shapechanger), neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common, Infernal, telepathy 60 ft.
  • Challenge CR4 (1,100 XP)
  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.
  • Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions


  • Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.

    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
  • Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Asmodeus

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Demands of Nessus. At the start of each of the cambion’s turns, the cambbion can choose one ally it can see within 30 feet of it. The chosen ally loses 10 hit points, and the cambion regains the same number of hit points. If the cambion is incapacitated, it makes no choice; instead, the closest ally within 30 feet is the chosen ally.
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Baalzebul

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Path of Baalzebul. As a bonus action on its turn, the cambion can choose one ally it can see within 30 feet of it. Until the start of this cambion’s next turn, it gains advantage on all ability checks and attack rolls, while the chosen ally suffers disadvantage on all ability checks, attack rolls, and saving throws.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Dispater

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the cambion gains advantage on all ability checks and attack rolls it makes until the end of the current turn.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

Reactions


  • Vexing Escape (1/Day). As a reaction when the cambion takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Fierna

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Infernal Loyalty. The cambion has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest). As a reaction when an ally the cambion can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 21 temporary hit points (equal to the cambion’s Charisma score + half its number of Hit Dice).
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Geryon

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the cambion gains a +4 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier.
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fury of the Nine. As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.

Reactions


  • Indomitable Strength (Recharge 5–6). As a reaction when the cambion takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Glasya

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the cambion, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.

Reactions


  • Infernal Ring Leader. As a reaction when the cambion is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Levistus

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Path of Levistus. The cambion magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the cambion’s hit points. This ability can be invoked as an action by the cambion or when the cambion would die. Once the cambion uses it, the cambion can’t use it again.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Mammon

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, this cambion makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the cambion succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Promise of Wealth (Recharges after a Short or Long Rest). As a bonus action, the cambion chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of this cambion’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Mephistopheles

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Spell Leech. As a bonus action, the cambion chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the cambion gains it.
  • Spell Shield. The cambion gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
  • Fiendish Charm. One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion’s spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the cambion’s Fiendish Charm for the next 24 hours.
Medium Fiend, Any Evil Alignment
  • Hit Points:


    82 (11d8+33)
  • Armor Class:


    19 (scale mail)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Infernal Cambion of Zariel

Medium Fiend, Any Evil Alignment
  • Armor Class 19 (scale mail)
  • Hit Points 82 (11d8+33)
  • Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Str +7, Con +6, Int +5, Cha +6
  • Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
  • Damage Resistance Cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common, Infernal
  • Challenge CR5 (1,800 XP)
  • Fiendish Blessing. The AC of the cambion includes its Charisma bonus.
  • Innate Spellcasting. The cambion’s spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:3/day each: alter self, command, detect magic1/day: plane shift (self only)
  • Ferocious Surge (Recharges after a Short or Long Rest). When the cambion hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics. The cambion has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.
  • Fury of the Nine. As a bonus action, the cambion chooses another creature that can see or hear it within 120 feet. That creature gains advantage on all attack rolls and saving throws for the next minute or until the cambion uses this ability again.

Actions


  • Multiattack. The cambion makes two melee attacks or uses its Fire Ray twice.
  • Spear (Melee; One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (1d6)Fire damage.
  • Spear (Ranged). Ranged Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d6+4) Piercing damage plus (1d6)Fire damage.
  • Fire Ray. Ranged Spell: +7 to hit, reach 120 ft., One target. Hit: (3d6) Fire damage.
Tiny aberration, lawful evil
  • Hit Points:


    21 (6d4 + 6)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Intellect Devourer

Tiny aberration, lawful evil
  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Perception +2, Stealth +4
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages understands Deep Speech but can’t speak, telepathy 60 ft.
  • Challenge CR2 (450 XP)
  • Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions


  • Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage.
  • Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
  • Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the skull, and takes control of the body. While there, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

    If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
Medium elemental, neutral
  • Hit Points:


    104 (16d8 + 32)
  • Armor Class:


    14
  • Speed:


    50 ft., fly 50 ft. (hover)
  • Challenge Rating:


    CR6 (2,300 XP)

Invisible Stalker

Medium elemental, neutral
  • Armor Class 14
  • Hit Points 104 (16d8 + 32)
  • Speed 50 ft., fly 50 ft. (hover)
STR
16 (+3)
DEX
19 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
  • Skills Perception +8, Stealth +10
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 18
  • Languages Auran, understands Common but doesn't speak it
  • Challenge CR6 (2,300 XP)
  • Invisibility. The stalker is invisible.
  • Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.

Actions


  • Multiattack. The stalker makes two slam attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage.
Medium Construct, Unaligned
  • Hit Points:


    45 (7d8+14)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Iron Cobra

Medium Construct, Unaligned
  • Armor Class 13
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
  • Skills Stealth +7
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands one language of its creator but can’t speak
  • Challenge CR4 (1,100 XP)
  • Magic Resistance. The iron cobra has advantage on saving throws against spells and other magical effects.

Actions


  • Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: 1. Poison Damage: The target takes 13 (3d8) poison damage. 2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. 3. Paralysis: The target is paralyzed until the end of its next turn.
Large construct, unaligned
  • Hit Points:


    210 (20d10 + 100)
  • Armor Class:


    20 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Iron Golem

Large construct, unaligned
  • Armor Class 20 (natural armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
  • Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can’t speak
  • Challenge CR16 (15,000 XP)
  • Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical.

Actions


  • Multiattack. The golem makes two melee attacks.
  • Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
  • Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (3d10 + 7) slashing damage.
  • Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Small beast, unaligned
  • Hit Points:


    3 (1d6)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR0 (10 XP)

Jackal

Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 40 ft.
STR
8 (-1)
DEX
15 (+2)
CON
11 (+0)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) piercing damage.
Medium humanoid (shapechanger), chaotic evil
  • Hit Points:


    18 (4d8)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Jackalwere

Medium humanoid (shapechanger), chaotic evil
  • Armor Class 12
  • Hit Points 18 (4d8)
  • Speed 40 ft.
STR
11 (+0)
DEX
15 (+2)
CON
11 (+0)
INT
13 (+1)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Deception +4, Perception +2, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses passive Perception 12
  • Languages Common (can't speak in jackal form)
  • Challenge CR1/2 (100 XP)
  • Shapechanger. The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Keen Hearing and Smell. The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The jackalwere has advantage on an attack roll against a creature if at least one of the jackalwere’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


  • Bite (Jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    350 (28d12+168)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Juiblex

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 18 (natural armor)
  • Hit Points 350 (28d12+168)
  • Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
20 (+5)
WIS
20 (+5)
CHA
16 (+3)
  • Saving Throws Dex +7, Con +13, Wis +12
  • Skills Perception +12
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Blinded, charmed, deafened, frightened, grappled, poisoned, prone, restrained, stunned, unconscious
  • Senses Truesight 120ft., passive Perception 22
  • Languages All, telepathy 120 ft.
  • Challenge CR23 (50,000 XP)
  • Foul. Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature’s next turn.
  • Innate Spellcasting. Juiblex’s spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components: At will: acid splash (17th level), detect magic 3/day each: blight, contagion, gaseous form
  • Legendary Resistance (3/Day). If Juiblex fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. Juiblex has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Juiblex’s weapon attacks are magical.
  • Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. Jubilex makes three acid lash attacks.
  • Acid Lash. Melee Weapon: +14 to hit, reach 10 ft. , One target. Hit: (4d6+7) Acid damage. Any creature killed by this attack is drawn into Jubilex's body, and the corpse is obliterated after 1 minute.
  • Eject Slime (Recharge 5-6). Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.

Legendary Actions


Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Juiblex regains spent legendary actions at the start of their turn.
  • Acid Splash.Jubilex casts acid splash.
  • Attack.Jubilex makes one acid lash attack.
  • Corrupting Touch (Costs 2 Actions).Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.
Medium humanoid (kenku), chaotic neutral
  • Hit Points:


    13 (3d8)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Kenku

Medium humanoid (kenku), chaotic neutral
  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Skills Deception +4, Perception +2, Stealth +5
  • Senses passive Perception 12
  • Languages understands Auran and Common but speaks only through the use of its Mimicry trait
  • Challenge CR1/4 (50 XP)
  • Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it has surprised.
  • Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions


  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage.
Huge celestial, lawful good
  • Hit Points:


    152 (16d12 + 48)
  • Armor Class:


    20 (natural armor)
  • Speed:


    60 ft., fly 120 ft. (hover)
  • Challenge Rating:


    CR12 (8,400 XP)

Ki-rin

Huge celestial, lawful good
  • Armor Class 20 (natural armor)
  • Hit Points 152 (16d12 + 48)
  • Speed 60 ft., fly 120 ft. (hover)
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
20 (+5)
  • Skills Perception +9, Insight +9, Religion +9
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., Darkvision 120 ft., passive Perception 19
  • Languages all, telepathy 120 ft.
  • Challenge CR12 (8,400 XP)
  • Innate Spellcasting. The ki-rin’s innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:

    • At will: gaseous form, major image (6th-level version), wind walk
    • 1/day: create food and water
  • Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The ki-rin’s weapon attacks are magical.
  • Spellcasting. The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

    • Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
    • 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
    • 2nd level (3 slots): calm emotions, lesser restoration, silence
    • 3rd level (3 slots): dispel magic, remove curse, sending
    • 4th level (3 slots): banishment, freedom of movement, guardian of faith
    • 5th level (3 slots): greater restoration, mass cure wounds, scrying
    • 6th level (1 slot): heroes’ feast, true seeing
    • 7th level (1 slot): etherealness, plane shift
    • 8th level (1 slot): control weather
    • 9th level (1 slot): true resurrection

Actions


  • Multiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.
  • Hoof. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (2d4 + 5) bludgeoning damage.
  • Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 5) piercing damage.

Legendary Actions


Ki-rin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ki-rin regains spent legendary actions at the start of their turn.
  • Detect.The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
  • Smite.The ki-rin makes a hoof attack or casts sacred flame.
  • Move.The ki-rin moves up to its half speed without provoking opportunity attacks.
Huge beast, unaligned
  • Hit Points:


    90 (12d12 + 12)
  • Armor Class:


    12 (natural armor)
  • Speed:


    0 ft., swim 60 ft.
  • Challenge Rating:


    CR3 (700 XP)

Killer Whale

Huge beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 90 (12d12 + 12)
  • Speed 0 ft., swim 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses blindsight 120 ft., passive Perception 13
  • Challenge CR3 (700 XP)
  • Echolocation. The whale can't use its blindsight while deafened.
  • Hold Breath. The whale can hold its breath for 30 minutes
  • Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (5d6 + 4) piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    52 (8d8 + 16)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Knight

Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Brave. The knight has advantage on saving throws against being frightened.

Actions


  • Multiattack. The knight makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions


  • Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    52 (8d8+16)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Knight of Fierna

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Brave. The knight has advantage on saving throws against being frightened.
  • Infernal Loyalty. The knight has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Multiattack. The knight makes two melee attacks.
  • Greatsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d6+3) Slashing damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions


  • Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the spy can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 19 temporary hit points (equal to the spy’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    52 (8d8+16)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Knight of Glasya

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Brave. The knight has advantage on saving throws against being frightened.
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the knight, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The knight makes two melee attacks.
  • Greatsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d6+3) Slashing damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions


  • Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
  • Infernal Ring Leader (Leader Variant). As a reaction when the cultist is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    52 (8d8+16)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Knight of Zariel

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 18 (plate)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Brave. The knight has advantage on saving throws against being frightened.
  • Ferocious Surge (Recharges after a Short or Long Rest). When the knight hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The knight has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Multiattack. The knight makes two melee attacks.
  • Greatsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (2d6+3) Slashing damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions


  • Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.
Small humanoid (kobold), lawful evil
  • Hit Points:


    5 (2d6 - 2)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Kobold

Small humanoid (kobold), lawful evil
  • Armor Class 12
  • Hit Points 5 (2d6 - 2)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Draconic
  • Challenge CR1/8 (25 XP)
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small humanoid (kobold), lawful evil
  • Hit Points:


    44 (8d6 + 16)
  • Armor Class:


    15 (leather, shield)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1 (200 XP)

Kobold Dragonshield

Small humanoid (kobold), lawful evil
  • Armor Class 15 (leather, shield)
  • Hit Points 44 (8d6 + 16)
  • Speed 20 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
9 (-1)
CHA
10 (+0)
  • Skills Perception +1
  • Damage Resistance See Dragon's Resistance in Traits
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Draconic
  • Challenge CR1 (200 XP)
  • Dragon’s Resistance. The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).
  • Heart of the Dragon. If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.
  • Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The kobold makes two melee attacks.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Small humanoid (kobold), lawful evil
  • Hit Points:


    13 (3d6 + 3)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Kobold Inventor

Small humanoid (kobold), lawful evil
  • Armor Class 12
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
  • Skills Perception +0
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Draconic
  • Challenge CR1/4 (50 XP)
  • Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
  • Weapon Invention. The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day
  • 1. Acid. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. Hit: (2d6) acid damage. The kobold hurls a flask of acid
  • 2. Alchemist’s Fire. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. Hit: (1d4) fire damage. The kobold throws a flask of alchemist’s fire. If it hits, the damage repeats at the start of each of the target’s turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames
  • 3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of insects Swarm of Insects (Centipedes) with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
  • 4. Green Slime Pot. Ranged Weapon Attack: +4 to hit, reach 5/20 ft., one target. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master’s Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target
  • 5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A Swarm of Rot Grubs emerges from the shattered pot and remains a hazard in that square.
  • 6. Scorpion on a Stick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. On hit the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one
  • 7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can’t take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn’t need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can’t do so again until it finishes a short or long rest.
  • 8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of insects (Swarm of Wasps) with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm’s turns, there’s a 50 percent chance that the swarm disperses.
Small humanoid (kobold), lawful evil
  • Hit Points:


    27 (5d6 + 10)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Kobold Scale Sorcerer

Small humanoid (kobold), lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 27 (5d6 + 10)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
9 (-1)
CHA
14 (+2)
  • Skills Arcana +2, Medicine +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Draconic
  • Challenge CR1 (200 XP)
  • Spellcasting. The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared: • Cantrips (at will): fire bolt, mage hand, mending, poison spray • 1st level (4 slots): charm person, chromatic orb, expeditious retreat • 2nd level (2 slots): scorching ray
  • Sorcery Points. The kobold has 3 sorcery points. It regains all its spent Sorcery Points when it finishes a Long Rest. It can spend its Sorcery Points on the following options: Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
  • Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Fire Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Scorching Ray. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The kobold creates three rays when it casts this spell and it can hurl them at one or several targets in range
Small fey, chaotic neutral
  • Hit Points:


    102 (12d6 + 60)
  • Armor Class:


    17 (natural armor)
  • Speed:


    Speed 30 ft., burrow 30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Korred

Small fey, chaotic neutral
  • Armor Class 17 (natural armor)
  • Hit Points 102 (12d6 + 60)
  • Speed Speed 30 ft., burrow 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
9 (-1)
  • Skills Athletics +9, Perception +5, Stealth +5
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 15
  • Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
  • Challenge CR7 (2,900 XP)
  • Command Hair. The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
  • Innate Spellcasting. The korred’s innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components: • At will: commune with nature, meld into stone, stone shape • 1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto’s irresistible dance
  • Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Stone’s Strength. While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).

Actions


  • Multiattack. The korred makes two attacks with its greatclub or hurls two rocks.
  • Greatclub (On Ground). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage. If the korred is on the ground
  • Greatclub (Off Ground). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d8 + 6) bludgeoning damage.
  • Rock (On Ground). Ranged Weapon Attack: +9 to hit, reach 60/120 ft., one target. Hit: (4d8 + 6) bludgeoning damage. If the korred is on the ground
  • Rock (Off Ground). Ranged Weapon Attack: +9 to hit, reach 60/120 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
Gargantuan monstrosity (titan), chaotic evil
  • Hit Points:


    472 (27d20 + 189)
  • Armor Class:


    18 (natural armor)
  • Speed:


    20 ft., swim 60 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Kraken

Gargantuan monstrosity (titan), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 472 (27d20 + 189)
  • Speed 20 ft., swim 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
  • Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
  • Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities frightened, paralyzed
  • Senses truesight 120 ft., passive Perception 14
  • Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak, telepathy 120 ft.
  • Challenge CR23 (50,000 XP)
  • Amphibious. The kraken can breathe air and water.
  • Freedom of Movement. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
  • Siege Monster. The kraken deals double damage to objects and structures.

Actions


  • Multiattack. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
  • Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42, 12d6, acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
  • Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: (3d6 + 10) bludgeoning damage. The target is grappled, escape dc 18 Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target
  • Fling. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
  • Lightning Storm. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions


Kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kraken regains spent legendary actions at the start of their turn.
  • Tentacle Attack or Fling.The kraken makes one tentacle attack or uses its Fling.
  • Lightning Storm (Costs 2 Actions).The kraken uses Lightning Storm.
  • Ink Cloud (Costs 3 Actions).While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
Medium humanoid (any race), any evil alignment
  • Hit Points:


    75 (10d8 + 30)
  • Armor Class:


    10
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Kraken Priest

Medium humanoid (any race), any evil alignment
  • Armor Class 10
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., swim 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
14 (+2)
  • Skills Perception +5
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge CR5 (1,800 XP)
  • Amphibious. The priest can breathe air and water.
  • Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: command, create or destroy water • 3/day each: control water, darkness, water breathing, water walk • 1/day each: call lightning, Evard’s black tentacles

Actions


  • Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: (5d10) thunder damage.
  • Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large Monstrosity, Unaligned
  • Hit Points:


    102 (12d10+36)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft., burrow 20 ft., climb 40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Kruthik Hive Lord

Large Monstrosity, Unaligned
  • Armor Class 20 (natural armor)
  • Hit Points 102 (12d10+36)
  • Speed 40 ft., burrow 20 ft., climb 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 12
  • Languages Kruthik
  • Challenge CR5 (1,800 XP)
  • Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.

Actions


  • Multiattack. The kruthik makes two stab attacks or two spike attacks.
  • Stab. Melee Weapon: +6 to hit, reach 10 ft., One target. Hit: (1d10+4) Piercing damage.
  • Spike. Ranged Weapon: +6 to hit, reach 30/120 ft., One target. Hit: (1d6+4) Piercing damage.
  • Acid Spray. The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.
Medium humanoid (kuo-toa), neutral evil
  • Hit Points:


    18 (4d8)
  • Armor Class:


    13 (natural armor, shield)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Kuo-toa

Medium humanoid (kuo-toa), neutral evil
  • Armor Class 13 (natural armor, shield)
  • Hit Points 18 (4d8)
  • Speed 30 ft., swim 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Perception +4
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Undercommon
  • Challenge CR1/4 (50 XP)
  • Amphibious. The kuo-toa can breathe air and water.
  • Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
  • Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
  • Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Net. Ranged Weapon Attack: +3 to hit, reach 5/15 ft., one large or smaller creature. Hit: (1d0) bludgeoning damage. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net, AC 10, frees the target without harming it and destroys the net

Reactions


  • Sticky Shield. When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa’s shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.
Medium humanoid (kuo-toa), neutral evil
  • Hit Points:


    97 (13d8 + 39)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Kuo-toa Archpriest

Medium humanoid (kuo-toa), neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
  • Skills Perception +9, Religion +6
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Undercommon
  • Challenge CR6 (2,300 XP)
  • Amphibious. The kuo-toa can breathe air and water.
  • Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
  • Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
  • Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Spellcasting. The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

    • Cantrips (at will): guidance, sacred flame, thaumaturgy
    • 1st level (4 slots): detect magic, sanctuary, shield of faith
    • 2nd level (3 slots): hold person, spiritual weapon
    • 3rd level (3 slots): spirit guardians, tongues
    • 4th level (3 slots): control water, divination
    • 5th level (2 slots): mass cure wounds, scrying

Actions


  • Multiattack. The kuo-toa makes two melee attacks.
  • Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage plus (4d6)lightning damage.
  • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage.
Medium humanoid (kuo-toa), neutral evil
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    13 (natural armor and Wisdom modifier)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Kuo-toa Monitor

Medium humanoid (kuo-toa), neutral evil
  • Armor Class 13 (natural armor and Wisdom modifier)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft., swim 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Perception +6, Religion +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Undercommon
  • Challenge CR3 (700 XP)
  • Amphibious. The kuo-toa can breathe air and water.
  • Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
  • Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
  • Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The kuo-toa makes one bite attack and two unarmed strikes.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage plus (1d6)lightning damage. The target can’t take reactions until the end of the kuo-toa’s next turn
Medium humanoid (kuo-toa), neutral evil
  • Hit Points:


    65 (10d8 + 20)
  • Armor Class:


    11 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Kuo-toa Whip

Medium humanoid (kuo-toa), neutral evil
  • Armor Class 11 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft., swim 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Perception +6, Religion +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Undercommon
  • Challenge CR1 (200 XP)
  • Amphibious. The kuo-toa can breathe air and water.
  • Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
  • Slippery. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.
  • Sunlight Sensitivity. While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Spellcasting. The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:

    • Cantrips (at will): sacred flame, thaumaturgy
    • 1st level (3 slots): bane, shield of faith

Actions


  • Multiattack. The kuo-toa makes two attacks: one with its bite and one with its pincer staff.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Pincer Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 14. Until this grapple ends, the kuo-toa can’t use its pincer staff on another target
Large monstrosity, chaotic evil
  • Hit Points:


    97 (13d10 + 26)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Lamia

Large monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 97 (13d10 + 26)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
16 (+3)
  • Skills Deception +7, Insight +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.

    • At will: disguise self (any humanoid form), major image
    • 3/day each: charm person, mirror image, scrying, suggestion
    • 1/day: geas

Actions


  • Multiattack. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 3) slashing damage.
  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d0) poison damage. The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks
Medium fiend (devil), lawful evil
  • Hit Points:


    13 (3d8)
  • Armor Class:


    7
  • Speed:


    15 ft.
  • Challenge Rating:


    CR0 (10 XP)

Lemure

Medium fiend (devil), lawful evil
  • Armor Class 7
  • Hit Points 13 (3d8)
  • Speed 15 ft.
STR
10 (+0)
DEX
5 (-3)
CON
11 (+0)
INT
1 (-5)
WIS
11 (+0)
CHA
3 (-4)
  • Damage Resistance cold
  • Damage Immunities fire, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Infernal but can't speak
  • Challenge CR0 (10 XP)
  • Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.
  • Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions


  • Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Large monstrosity, chaotic evil
  • Hit Points:


    67 (9d10 + 18)
  • Armor Class:


    14 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR3 (700 XP)

Leucrotta

Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
9 (-1)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Deception +2, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Gnoll
  • Challenge CR3 (700 XP)
  • Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
  • Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
  • Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.

Actions


  • Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice
  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Gargantuan Elemental, Neutral
  • Hit Points:


    328 (16d20+160)
  • Armor Class:


    17
  • Speed:


    40 ft., swim 120 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Leviathan

Gargantuan Elemental, Neutral
  • Armor Class 17
  • Hit Points 328 (16d20+160)
  • Speed 40 ft., swim 120 ft.
STR
30 (+10)
DEX
24 (+7)
CON
30 (+10)
INT
2 (-4)
WIS
18 (+4)
CHA
17 (+3)
  • Saving Throws Wis +10, Cha +9
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Acid, poison
  • Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses Darkvision 60 ft., passive Perception 14
  • Challenge CR20 (25,000 XP)
  • Legendary Resistance (3/Day). If the leviathan fails a saving throw, it can choose to succeed instead.
  • Partial Freeze. If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.
  • Siege Monster. The leviathan deals double damage to objects and structures (included in Tidal Wave).
  • Water Form. The leviathan can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions


  • Multiattack. The leviathan makes two attacks: one with its slam and one with its tail.
  • Slam. Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (1d10+10) Bludgeoning damage plus (1d10)Acid damage.
  • Tail. Melee Weapon: +16 to hit, reach 20 ft., One target. Hit: (1d12+10) Bludgeoning damage plus (1d12)Acid damage.
  • Tidal Wave (Recharge 6). While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one. At the start of each of the leviathan’s turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall’s height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.

Legendary Actions


Leviathan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Leviathan regains spent legendary actions at the start of their turn.
  • Slam (Costs 2 Actions).The leviathan makes one slam attack.
  • Move.The leviathan moves up to its speed
Medium undead, any evil alignment
  • Hit Points:


    135 (18d8 + 54)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Lich

Medium undead, any evil alignment
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Con +10, Int +12, Wis +9
  • Skills Arcana +19, History +12, Insight +9, Perception +9
  • Damage Resistance cold, lightning, necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 19
  • Languages Common plus up to five other languages
  • Challenge CR21 (33,000 XP)
  • Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
  • Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
  • Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost • 1st level (4 slots): detect magic, magic missile, shield, thunderwave • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball • 4th level (3 slots): blight, dimension door • 5th level (3 slots): cloudkill, scrying • 6th level (1 slot): disintegrate, globe of invulnerability • 7th level (1 slot): finger of death, plane shift • 8th level (1 slot): dominate monster, power word stun • 9th level (1 slot): power word kill
  • Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.

Actions


  • Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Ray of Frost. Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: (4d8) cold damage. The target's speed is reduced by 10 feet until the start of the evoker's next turn
  • Melf's Acid Arrow. Ranged Spell Attack: +12 to hit, reach 90 ft., one creature. Hit: (4d4) acid damage. The target takes 2d4 acid damage at the end of its turn On a miss, the arrow splashes the target for half as much of the initial damage and no damage at the end of its next turn

Legendary Actions


Lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lich regains spent legendary actions at the start of their turn.
  • Cantrip.The lich casts a cantrip.
  • Paralyzing Touch (Costs 2 Actions).The lich uses its Paralyzing Touch.
  • Frightening Gaze (Costs 2 Actions).The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
  • Disrupt Life (Costs 3 Actions).Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
  • Hit Points:


    26 (4d10 + 4)
  • Armor Class:


    12
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1 (200 XP)

Lion

Large beast, unaligned
  • Armor Class 12
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.
STR
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Challenge CR1 (200 XP)
  • Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Pounce. If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
  • Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Tiny beast, unaligned
  • Hit Points:


    2 (1d4)
  • Armor Class:


    10
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Lizard

Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 20 ft., climb 20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
10 (+0)
INT
1 (-5)
WIS
8 (-1)
CHA
3 (-4)
  • Senses darkvision 30 ft., passive Perception 9
  • Challenge CR0 (10 XP)

Actions


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Medium humanoid (lizardfolk), chaotic evil
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Lizard King or Queen

Medium humanoid (lizardfolk), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., swim 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Con +4, Wis +2
  • Skills Perception +4, Stealth +5, Survival +4
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Draconic
  • Challenge CR4 (1,100 XP)
  • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  • Skewer. Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.

Actions


  • Multiattack. The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) slashing damage.
  • Trident (Melee; One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Trident (Melee; Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Trident (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d6 + 3) piercing damage.
Medium humanoid (lizardfolk), neutral
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    15 (natural armor, shield)
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Lizardfolk

Medium humanoid (lizardfolk), neutral
  • Armor Class 15 (natural armor, shield)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +4, Survival +5
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge CR1/2 (100 XP)
  • Hold Breath. The lizardfolk can hold its breath for 15 minutes.

Actions


  • Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
  • Javelin (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium humanoid (lizardfolk), neutral
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    13
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Lizardfolk Shaman

Medium humanoid (lizardfolk), neutral
  • Armor Class 13
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft., swim 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
10 (+0)
WIS
15 (+2)
CHA
8 (-1)
  • Skills Perception +4, Stealth +4, Survival +6
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)
  • Hold Breath. The lizardfolk can hold its breath for 15 minutes.
  • Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared: • Cantrips (at will): druidcraft, produce flame, thorn whip • 1st level (4 slots): entangle, fog cloud • 2nd level (3 slots): heat metal, spike growth • 3rd level (2 slots): conjure animals (reptiles only), plant growth

Actions


  • Multiattack (Lizardfolk Form Only). The lizardfolk makes two attacks: one with its bite and one with its claws.
  • Bite (Lizardfolk Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Bite (Crocodile Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage. In crocodile form If the target is a Large or smaller creature, the target is grappled, escape DC 12. Until this grapple ends, the target is restrained, and the lizardfolk can’t bite another target. If the lizardfolk reverts to its true form, the grapple ends
  • Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
  • Produce Flame. Ranged Spell Attack: +4 to hit, reach 30 ft., one creature. Hit: (2d8) fire damage.
  • Change Shape (Recharges after a Short or Long Rest). The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Medium humanoid (any race), any alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mage

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR6 (2,300 XP)
  • Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slot): cone of cold

Actions


  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Fire Bolt. Ranged Spell Attack: +6 to hit, reach 120 ft., one target. Hit: (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mage of Dispater

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Any four languages
  • Challenge CR6 (2,300 XP)
  • Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Guidance, Light, Mage Hand, Prestidigitation1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Identify*2nd level (3 slots): Misty Step, Suggestion, See Invisibility*3rd level (3 slots): Counterspell, Fireball, Fly, Clairvoyance*4th level (3 slots): Greater Invisibility, Ice Storm5th level (1 slot): Cone of Cold* Cult signature spells
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the mage gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
  • Fire Bolt. Ranged Spell: +6 to hit, reach 120 ft., One target. Hit: (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the mage takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mage of Levistus

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Any four languages
  • Challenge CR6 (2,300 XP)
  • Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation, Blade Ward*1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Expeditious Retreat*2nd level (3 slots): Misty Step, Suggestion, Spider Climb*3rd level (3 slots): Counterspell, Fireball, Fly, Gaseous Form*4th level (3 slots): Greater Invisibility, Ice Storm5th level (1 slot): Cone of Cold* Cult signature spells
  • Path of Levistus. The mage magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the mage’s hit points. This ability can be invoked as an action by the mage or when the mage would die. Once the mage uses it, the mage can’t use it again.

Actions


  • Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
  • Fire Bolt. Ranged Spell: +6 to hit, reach 120 ft., One target. Hit: (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mage of Mephistopheles

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages Any four languages
  • Challenge CR6 (2,300 XP)
  • Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): Fire Bolt, Light, Mage Hand, Prestidigitation1st level (4 slots): Detect Magic, Mage Armor, Magic Missile, Shield, Burning Hands*2nd level (3 slots): Misty Step, Suggestion, Flaming Sphere*3rd level (3 slots): Counterspell, Fireball, Fly4th level (3 slots): Greater Invisibility, Ice Storm5th level (1 slot): Cone of Cold* Cult signature spells
  • Spell Shield. The mage gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.
  • Spell Leech (Leader Variant). As a bonus action, the mage chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the mage gains it.

Actions


  • Dagger. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon: +5 to hit, reach 20/60 ft., One target. Hit: (1d4+2) Piercing damage.
  • Fire Bolt. Ranged Spell: +6 to hit, reach 120 ft., One target. Hit: (2d10) Fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Small elemental, neutral evil
  • Hit Points:


    22 (5d6 + 5)
  • Armor Class:


    11
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Magma Mephit

Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
  • Skills Stealth +3
  • Vulnerabilities cold
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan, Terran
  • Challenge CR1/2 (100 XP)
  • Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
  • Innate Spellcasting (1/Day). The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d4 + 1) slashing damage plus (1d4)fire damage.
  • Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
  • Variant: Summon Mephits (1/Day). Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Small elemental, chaotic neutral
  • Hit Points:


    9 (2d6 + 2)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Magmin

Small elemental, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
10 (+0)
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge CR1/2 (100 XP)
  • Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
  • Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions


  • Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3, 1d6, fire damage at the end of each of its turns
Medium Monstrosity, Unaligned
  • Hit Points:


    13 (2d8+4)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Male Steeder

Medium Monstrosity, Unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft., climb 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Stealth +5, Perception +4
  • Senses Darkvision 120 ft. , passive Perception 14
  • Challenge CR1/4 (50 XP)
  • Spider Climb. The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Extraordinary Leap. The distance of the steeder’s long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.

Actions


  • Bite. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8+2) Piercing damage plus (1d8)Poison damage.
  • Sticky Leg. Melee Weapon: +4 to hit, reach 5 ft., One Small or Tiny creature. Hit: (None) None damage. Hit: The target is stuck to the steeder’s leg and grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.
Huge beast, unaligned
  • Hit Points:


    126 (11d12 + 55)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mammoth

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.
STR
24 (+7)
DEX
9 (-1)
CON
21 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
6 (-2)
  • Senses passive Perception 10
  • Challenge CR6 (2,300 XP)
  • Trampling Charge. If the mammoth moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.

Actions


  • Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d8 + 7) piercing damage.
  • Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: (4d10 + 7) bludgeoning damage.
Small fiend (demon), chaotic evil
  • Hit Points:


    9 (2d6 + 2)
  • Armor Class:


    9
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Manes

Small fiend (demon), chaotic evil
  • Armor Class 9
  • Hit Points 9 (2d6 + 2)
  • Speed 20 ft.
STR
10 (+0)
DEX
9 (-1)
CON
13 (+1)
INT
3 (-4)
WIS
8 (-1)
CHA
4 (-3)
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge CR1/8 (25 XP)

Actions


  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4) slashing damage.
Large monstrosity, lawful evil
  • Hit Points:


    68 (8d10 + 24)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., fly 50 ft.
  • Challenge Rating:


    CR3 (700 XP)

Manticore

Large monstrosity, lawful evil
  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft., fly 50 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge CR3 (700 XP)
  • Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.

Actions


  • Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Tail Spike. Ranged Weapon Attack: +5 to hit, reach 100/200 ft., one target. Hit: (1d8 + 3) piercing damage.
Large elemental, chaotic neutral
  • Hit Points:


    229 (17d10 + 136)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft., swim 90 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Marid

Large elemental, chaotic neutral
  • Armor Class 17 (natural armor)
  • Hit Points 229 (17d10 + 136)
  • Speed 30 ft., fly 60 ft., swim 90 ft.
STR
22 (+6)
DEX
12 (+1)
CON
26 (+8)
INT
18 (+4)
WIS
17 (+3)
CHA
18 (+4)
  • Saving Throws Dex +5, Wis +7, Cha +8
  • Damage Resistance acid, cold, lightning
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages Aquan
  • Challenge CR11 (7,200 XP)
  • Amphibious. The marid can breathe air and water.
  • Elemental Demise. If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.
  • Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    • At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
    • 3/day each: tongues, water breathing, water walk
    • 1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift

Actions


  • Multiattack. The marid makes two trident attacks.
  • Trident (Melee; One-Handed). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) piercing damage.
  • Trident (Melee; Two-Handed). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d8 + 6) piercing damage.
  • Trident (Ranged). Ranged Weapon Attack: +10 to hit, reach 20/60 ft., one target. Hit: (2d6 + 6) piercing damage.
  • Water Jet. The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.
Large fiend (demon), chaotic evil
  • Hit Points:


    189 (18d10 + 90)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Marilith

Large fiend (demon), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 189 (18d10 + 90)
  • Speed 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
20 (+5)
  • Saving Throws Str +9, Con +10, Wis +8, Cha +10
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 13
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR16 (15,000 XP)
  • Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The marilith's weapon attacks are magical.
  • Reactive. The marilith can take one reaction on every turn in combat.

Actions


  • Multiattack. The marilith can make seven attacks: six with its longswords and one with its tail.
  • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled, escape DC 19. Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets
  • Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

Reactions


  • Parry. The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
Medium humanoid (any race), any alignment
  • Hit Points:


    60 (11d8 + 11)
  • Armor Class:


    16
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Martial Arts Adept

Medium humanoid (any race), any alignment
  • Armor Class 16
  • Hit Points 60 (11d8 + 11)
  • Speed 40 ft.
STR
11 (+0)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
10 (+0)
  • Skills Acrobatics +5, Insight +5, Stealth +5
  • Senses passive Perception 13
  • Languages any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Unarmored Defense. While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions


  • Multiattack. The adept makes three unarmed strikes or three dart attacks.
  • Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:

    • The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept’s choice).
    • The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
    • The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn
  • Dart. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 3) piercing damage.

Reactions


  • Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it’s small enough to hold in one hand and the adept has a hand free.
Large Construct, Lawful Neutral
  • Hit Points:


    432 (32d10+256)
  • Armor Class:


    22
  • Speed:


    40 ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR25 (75,000 XP)

Marut

Large Construct, Lawful Neutral
  • Armor Class 22
  • Hit Points 432 (32d10+256)
  • Speed 40 ft., fly 30 ft. (hover)
STR
28 (+9)
DEX
12 (+1)
CON
26 (+8)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Int +12, Wis +10, Cha +12
  • Skills Insight +10, Intimidation +12, Perception +10
  • Damage Resistance Thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, frightened, paralyzed, poisoned, unconscious
  • Senses Darkvision 60 ft., passive Perception 20
  • Languages All but rarely speaks
  • Challenge CR25 (75,000 XP)
  • Immutable Form. The marut is immune to any spell or effect that would alter its form.
  • Innate Spellcasting. The marut’s innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.At will: plane shift (self only)
  • Legendary Resistance (3/Day). If the marut fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The marut has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The marut makes two slam attacks.
  • Unerring Slam. reach 5 ft., One target. Automatic hit, 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.
  • Blazing Edict (Recharge 5–6). Arcane energy emanates from the marut’s chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut’s next turn.
  • Justify. The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle. After teleporting in this way, the marut can’t use this action again until it finishes a short or long rest.
Medium humanoid (any race), any alignment
  • Hit Points:


    84 (13d8 + 26)
  • Armor Class:


    16 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Master Thief

Medium humanoid (any race), any alignment
  • Armor Class 16 (studded leather)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
  • Saving Throws Dex +7, Int +3
  • Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
  • Senses passive Perception 13
  • Languages any one language (usually Common) plus thieves’ cant
  • Challenge CR5 (1,800 XP)
  • Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
  • Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll.

Actions


  • Multiattack. The thief makes three attacks with its shortsword.
  • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +7 to hit, reach 80/320 ft., one target. Hit: (1d8 + 4) piercing damage.

Reactions


  • Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Medium beast, unaligned
  • Hit Points:


    5 (1d8 + 1)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Mastiff

Medium beast, unaligned
  • Armor Class 12
  • Hit Points 5 (1d8 + 1)
  • Speed 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR1/8 (25 XP)
  • Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    88 (16d8+16)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Maurezhi

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 15 (natural armor)
  • Hit Points 88 (16d8+16)
  • Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
15 (+2)
  • Skills Deception +5
  • Damage Resistance Cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, exhaustion, poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Abyssal, Elvish, telepathy 120 ft.
  • Challenge CR7 (2,900 XP)
  • Assume Form. The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon’s body.
  • Magic Resistance. The maurezhi has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The maurezhi makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d10+3) Piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.
  • Claws. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d8+3) Slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Raise Ghoul (Recharge 5-6). The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.
Medium fiend (demon), chaotic evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Maw Demon

Medium fiend (demon), chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR
14 (+2)
DEX
8 (-1)
CON
13 (+1)
INT
5 (-3)
WIS
8 (-1)
CHA
5 (-3)
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge CR1 (200 XP)
  • Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage.
Medium Humanoid (Meazel), Neutral Evil
  • Hit Points:


    35 (10d8 - 10)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Meazel

Medium Humanoid (Meazel), Neutral Evil
  • Armor Class 13
  • Hit Points 35 (10d8 - 10)
  • Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
9 (-1)
INT
14 (+2)
WIS
13 (+1)
CHA
10 (+0)
  • Skills Perception +3, Stealth +5
  • Senses Darkvision 120 ft. , passive Perception 13
  • Languages Common
  • Challenge CR1 (200 XP)
  • Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.

Actions


  • Garrote. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Bludgeoning damage. Hit: The target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel’s turns.
  • Shortsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage plus (1d6)Necrotic damage.
  • Shadow Teleport (Recharge 5-6). The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.
    Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.
Medium monstrosity, lawful evil
  • Hit Points:


    127 (17d8 + 51)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Medusa

Medium monstrosity, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
  • Skills Deception +5, Insight +4, Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge CR6 (2,300 XP)
  • Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 ft. of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

    If the medusa sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Actions


  • Multiattack. The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.
  • Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage plus (4d6)poison damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Longbow. Ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage plus (2d6)poison damage.
Small fey, neutral evil
  • Hit Points:


    31 (7d6 + 7)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Meenlock

Small fey, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 31 (7d6 + 7)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Perception +4, Stealth +6, Survival +2
  • Condition Immunities frightened
  • Senses darkvision 120 ft., passive Perception 14
  • Languages telepathy 120 ft.
  • Challenge CR2 (450 XP)
  • Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature’s next turn.
  • Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Shadow Teleport (Recharge 5–6). As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) slashing damage. The target must succeed on a dc 11 constitution saving throw or be paralyzed for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium humanoid (merfolk), neutral
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    11
  • Speed:


    10 ft., swim 40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Merfolk

Medium humanoid (merfolk), neutral
  • Armor Class 11
  • Hit Points 11 (2d8 + 2)
  • Speed 10 ft., swim 40 ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
11 (+0)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Aquan, Common
  • Challenge CR1/8 (25 XP)
  • Amphibious. The merfolk can breathe air and water.

Actions


  • Spear (Melee; One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8) piercing damage.
  • Spear (Ranged; One-Handed). Ranged Weapon Attack: +2 to hit, reach 20/60 ft., one target. Hit: (1d6) piercing damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    45 (6d8+18)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Merregon

Medium Fiend (Devil), Lawful Evil
  • Armor Class 16 (natural armor)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Frightened, poisoned
  • Senses Darkvision 60ft., passive Perception 11
  • Languages Understands Infernal but can’t speak, telepathy 120 ft.
  • Challenge CR4 (1,100 XP)
  • Devil's Sight. Magical darkness doesn't impede the merregon's darkvision.
  • Magic Resistance. The merregon has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.
  • Halberd. Melee Weapon: +6 to hit, reach 10 ft., One target. Hit: (1d10+4) Slashing damage.
  • Heavy Crossbow. Ranged Weapon: +4 to hit, reach 100/400 ft, One target. Hit: (1d10+2) Piercing damage.

Reactions


  • Loyal Bodyguard. When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.
Medium Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    40 (9d8)
  • Armor Class:


    13
  • Speed:


    30 ft., swim 40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Merrenoloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 13
  • Hit Points 40 (9d8)
  • Speed 30 ft., swim 40 ft.
STR
8 (-1)
DEX
17 (+3)
CON
10 (+0)
INT
17 (+3)
WIS
14 (+2)
CHA
11 (+0)
  • Saving Throws Dex +5, Int +5
  • Skills History +5, Nature +5, Perception +4, Survival +4
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR3 (700 XP)
  • Innate Spellcasting. The merrenoloth’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:At will: charm person, darkness, detect magic, dispel magic, gust of wind3/day: control water1/day: control weather
  • Magic Resistance. The merrenoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The merrenoloth’s weapon attacks are magical.
  • Teleport. As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Actions


  • Multiattack. The merrenoloth uses Fear Gaze once and makes one oar attack.
  • Oar. Melee Weapon: +5 to hit, reach 5 ft., One creature. Hit: (2d4+3) Slashing damage.
  • Fear Gaze. One creature within 90 ft.. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large monstrosity, chaotic evil
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    13 (natural armor)
  • Speed:


    10 ft., swim 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Merrow

Large monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Aquan
  • Challenge CR2 (450 XP)
  • Amphibious. The merrow can breathe air and water.

Actions


  • Multiattack. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.
  • Harpoon (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow
  • Harpoon (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow
Medium fiend (yugoloth), neutral evil
  • Hit Points:


    75 (10d8 +30)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Mezzoloth

Medium fiend (yugoloth), neutral evil
  • Armor Class 18 (natural armor)
  • Hit Points 75 (10d8 +30)
  • Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Perception +3
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR5 (1,800 XP)
  • Innate Spellcasting. The mezzoloth’s innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:

    • 2/day each: darkness, dispel magic
    • 1/day: cloudkill
  • Magic Resistance. The mezzoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The mezzoloth’s weapon attacks are magical.

Actions


  • Multiattack. The mezzoloth makes two attacks: one with its claws and one with its trident.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.
  • Trident (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Trident (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Trident (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Teleport. The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • (Variant) Summon Yugoloth (1/Day). A mezzoloth has a 30 percent chance of summoning one mezzoloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Medium monstrosity (shapechanger), neutral
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    12 (natural armor)
  • Speed:


    15 ft.
  • Challenge Rating:


    CR2 (450 XP)

Mimic

Medium monstrosity (shapechanger), neutral
  • Armor Class 12 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 15 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (-3)
WIS
13 (+1)
CHA
8 (-1)
  • Skills Stealth +5
  • Damage Immunities acid
  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge CR2 (450 XP)
  • Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn 't transformed. It reverts to its true form if it dies.
  • Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
  • False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
  • Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions


  • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8)acid damage.
Medium aberration, lawful evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Mind Flayer

Medium aberration, lawful evil
  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
  • Saving Throws Int +7, Wis +6, Char +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge CR7 (2,900 XP)
  • Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

    • At will: detect thoughts, levitate
    • 1/day each: dominate monster, plane shift (self only)

Actions


  • Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends
  • Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: (10d10) piercing damage. This attack can only be used on a incapacitated humanoid grappled by the mind flayer. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain
  • Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium aberration, lawful evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Mind Flayer Arcanist

Medium aberration, lawful evil
  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
  • Saving Throws Int +7, Wis +6, Char +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge CR8 (3,900 XP)
  • Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

    • At will: detect thoughts, levitate
    • 1/day each: dominate monster, plane shift (self only)
  • Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

    • Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
    • 1st level (4 slots): detect magic, disguise self, shield, sleep
    • 2nd level (3 slots): blur, invisibility, ray of enfeeblement
    • 3rd level (3 slots): clairvoyance, lightning bolt, sending
    • 4th level (3 slots): confusion, hallucinatory terrain
    • 5th level (2 slots): telekinesis, wall of force

Actions


  • Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends
  • Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: (10d10) piercing damage. This attack can only be used on a incapacitated humanoid grappled by the mind flayer. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain
  • Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium undead, any evil alignment
  • Hit Points:


    135 (18d8+54)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR22 (41,000 XP)

Mind Flayer Lich (Illithilich)

Medium undead, any evil alignment
  • Armor Class 17 (natural armor)
  • Hit Points 135 (18d8+54)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
  • Saving Throws Con +10, Int +12, Wis +9
  • Skills Arcana +18, History +12, Insight +9, Perception +9
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Truesight 120 ft., passive Perception 19
  • Languages Deep Speech, Undercommon, telepathy 120 feet.
  • Challenge CR22 (41,000 XP)
  • Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
  • Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
  • Magic Resistance. The lich has advantage on saving throws against spells and other magical effects.
  • Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
  • Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following Wizard Spells prepared:

    • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
    • 1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
    • 2nd level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
    • 3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball
    • 4th level (3 slots): Blight, Dimension Door
    • 5th level (3 slots): Cloudkill, Scrying
    • 6th level (1 slot): Disintegrate, Globe of Invulnerability
    • 7th level (1 slot): Finger of Death, Plane Shift
    • 8th level (1 slot): Dominate Monster, Power Word Stun
    • 9th level (1 slot): Power Word Kill
  • Innate Spellcasting (Psionics). The lich’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.

    • At will: Detect Thoughts, Levitate
    • 1/day each: Dominate Monster, Plane Shift (self only)

Actions


  • Melf's Acid Arrow. Ranged Spell Attack: +12 to hit, reach 90 ft., one target. Hit: (4d4) acid damage plus (2d4)acid damage. The target takes another at the end of its next turn On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn
  • Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Ray of Frost. Ranged Spell Attack: +12 to hit, reach 60 ft., one creature. Hit: (4d8) cold damage. The target's speed is reduced by 10 feet until the start of the lich's next turn
  • Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled, escape DC 15, and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends
  • Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain
  • Mind Blast (Recharge 5–6). The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions


Mind Flayer Lich (Illithilich) can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mind Flayer Lich (Illithilich) regains spent legendary actions at the start of their turn.
  • Tentacles.The lich makes one attack with its tentacles.
  • Extract Brain (Costs 2 Actions).The lich uses Extract Brain.
  • Mind Blast (Costs 3 Actions).The lich recharges its Mind Blast and uses it.
  • Cast Spell (Costs 1–3 Actions).The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Medium aberration, lawful evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Mind Flayer Psion

Medium aberration, lawful evil
  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
  • Saving Throws Int +7, Wis +6, Cha +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge CR8 (3,900 XP)
  • Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting (Psionics). The mind flayer is a 10th level spellcaster. Its innate spellcasting ability is Intelligence;(spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:

    • At will: guidance, mage hand, vicious mockery, true strike
    • 1st level (4 slots): charm person, command, comprehend languages, sanctuary
    • 2nd level (3 slots): crown of madness, phantasmal force, see invisibility
    • 3rd level (3 slots): clairvoyance, fear, meld into stone
    • 4th level (3 slots): confusion, stone shape
    • 5th level (2 slots): scrying, telekinesis

Actions


  • Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled, escape DC 15, and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends
  • Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: (10d10) piercing damage. The target takes If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain
  • Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large aberration, lawful evil
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    15 (natural armor)
  • Speed:


    0 ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR5 (1,800 XP)

Mindwitness

Large aberration, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
10 (+0)
  • Saving Throws Int +5, Wis +5
  • Skills Perception +8
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Deep Speech, Undercommon, telepathy 600 ft.
  • Challenge CR5 (1,800 XP)
  • Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.

Actions


  • Multiattack. The mindwitness makes two attacks: one with its tentacles and one with its bite.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (4d6 + 2) piercing damage.
  • Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled, escape DC 13, and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends
  • Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it
  • 1. Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 2. Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
  • 4. Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 5. Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
  • 6. Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.
    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Large monstrosity, chaotic evil
  • Hit Points:


    76 (9d10 + 27)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Minotaur

Large monstrosity, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 76 (9d10 + 27)
  • Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
6 (-2)
WIS
16 (+3)
CHA
9 (-1)
  • Skills Perception +7
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Abyssal
  • Challenge CR3 (700 XP)
  • Charge. If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
  • Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.
  • Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions


  • Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d12 + 4) slashing damage.
  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
Large undead, lawful evil
  • Hit Points:


    67 (9d10 + 18)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Minotaur Skeleton

Large undead, lawful evil
  • Armor Class 12 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 40 ft.
STR
18 (+4)
DEX
11 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
  • Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Abyssal but can't speak
  • Challenge CR2 (450 XP)
  • Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions


  • Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d12 + 4) slashing damage.
  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
Large Fiend (Devil), Lawful Evil
  • Hit Points:


    253 (22d10+132)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Moloch

Large Fiend (Devil), Lawful Evil
  • Armor Class 19 (natural armor)
  • Hit Points 253 (22d10+132)
  • Speed 30 ft.
STR
26 (+8)
DEX
19 (+4)
CON
22 (+6)
INT
21 (+5)
WIS
18 (+4)
CHA
23 (+6)
  • Saving Throws Dex +11, Con +13, Wis +11, Cha +13
  • Skills Deception +13, Intimidation +13, Perception +11
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge CR21 (33,000 XP)
  • Innate Spellcasting.. Moloch’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire1/day each: flame strike, symbol (stunning only)
  • Legendary Resistance (3/Day).. If Moloch fails a saving throw, he can choose to succeed instead.
  • Magic Resistance.. Moloch has advantage on saving throws against spells and other magical effects.
  • Magic Weapons.. Moloch’s weapon attacks are magical.
  • Regeneration.. Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.
  • Bite. Melee Weapon: +15 to hit, reach 5 ft., One target. Hit: (4d8+8) Piercing damage.
  • Claw. Melee Weapon: +15 to hit, reach 10 ft., One target. Hit: (2d8+8) slashing damage.
  • Many-Tailed Whip. Melee Weapon: +15 to hit, reach 30 ft., One target. Hit: (2d4+8) Slashing damage plus (2d10)Lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.
  • Breath of Despair (Recharge 5–6). Hit: (5d10) Psychic damage. Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.
  • Teleport. Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions


Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Moloch regains spent legendary actions at the start of their turn.
  • Stinking Cloud.Moloch casts stinking cloud.
  • Teleport.Moloch uses his Teleport action.
  • Whip.Moloch makes one attack with his whip.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    216 (16d12+112)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Molydeus

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 19 (natural armor)
  • Hit Points 216 (16d12+112)
  • Speed 40 ft.
STR
28 (+9)
DEX
22 (+6)
CON
25 (+7)
INT
21 (+5)
WIS
24 (+7)
CHA
24 (+7)
  • Saving Throws Str +16, Con +14, Wis +14, Cha +14
  • Skills Perception +21
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Blinded, charmed, deafened, frightened, poisoned, stunned
  • Senses Truesight 120 ft., passive Perception 31
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR21 (33,000 XP)
  • Innate Spellcasting. The molydeus’s innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:At will: dispel magic, polymorph, telekinesis, teleport3/day: lightning bolt1/day: imprisonment
  • Legendary Resistance (3/Day). If the molydeus fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The molydeus has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The molydeus’s weapon attacks are magical.
  • Summon Demon (1/Day, Variant). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasmes, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can’t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.

Actions


  • Multiattack. The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.
  • Demonic Weapon. Melee Weapon: +16 to hit, reach 15 ft., One target. Hit: (2d10+9) Slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.
  • Wolf Bite. Melee Weapon: +16 to hit, reach 10 ft., One creature. Hit: (1d6+9) Piercing damage.
  • Snake Bite. Melee Weapon: +16 to hit, reach 15 ft., One creature. Hit: (1d6+9) Piercing damage. and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.

Legendary Actions


Molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Molydeus regains spent legendary actions at the start of their turn.
  • Attack.The molydeus makes one attack, either with its demonic weapon or with its snakebite.
  • Move.The molydeus moves without provoking opportunity attacks.
  • Cast a Spell.The molydeus casts one spell from its Innate Spellcasting trait.
Medium construct, lawful neutral
  • Hit Points:


    5 (1d8 + 1)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., fly 30ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Monodrone

Medium construct, lawful neutral
  • Armor Class 15 (natural armor)
  • Hit Points 5 (1d8 + 1)
  • Speed 30 ft., fly 30ft.
STR
10 (+0)
DEX
13 (+1)
CON
12 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
  • Senses truesight 120 ft., passive Perception 10
  • Languages Modron
  • Challenge CR1/8 (25 XP)
  • Axiomatic Mind. The monodrone can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


  • Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
  • Javelin (Melee). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +2 to hit, reach 30/120 ft., one target. Hit: (1d6) piercing damage.
Medium aberration, chaotic evil
  • Hit Points:


    130 (20d8 + 40)
  • Armor Class:


    17 (natural armor)
  • Speed:


    25 ft., swim 50 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Morkoth

Medium aberration, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 130 (20d8 + 40)
  • Speed 25 ft., swim 50 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
13 (+1)
  • Saving Throws Dex +6, Int +9, Wis +6
  • Skills Arcana +9, History +9, Perception +10, Stealth +6
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
  • Languages telepathy 120 ft.
  • Challenge CR11 (7,200 XP)
  • Amphibious. The morkoth can breathe air and water.
  • Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:

    • Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
    • 1st level (4 slots): detect magic, identify, shield, witch bolt
    • 2nd level (3 slots): darkness, detect thoughts, shatter
    • 3rd level (3 slots): dispel magic, lightning bolt, sending
    • 4th level (3 slots): dimension door, Evard’s black tentacles
    • 5th level (3 slots): geas, scrying
    • 6th level (1 slot): chain lightning

Actions


  • Multiattack. The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage.
  • Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: (3d8 + 2) bludgeoning damage. The target is grappled, escape dc 14, if it is a large or smaller creature Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth’s turns, and the morkoth can’t use its tentacles on another target
  • Ray of Frost. Ranged Spell Attack: +8 to hit, reach 60 ft., one creature. Hit: (3d8) cold damage. The target's speed is reduced by 10 feet until the start of the morkoth's next turn
  • Shocking Grasp. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: (3d8) lightning damage. The target can't take reactions until the start of its next turn The morkoth has advantage on this attack if the target is wearing armor made of metal
  • Witch Bolt. Ranged Spell Attack: +9 to hit, reach 30 ft., one creature. Hit: (1d12) lightning damage. On each of the morkoth's turns for the duration, it can use its action to deal 1d12 damage to the target automatically The spell ends if the morkoth uses its action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from the morkoth
  • Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.

Reactions


  • Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature, including the spellcaster, it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Huge giant (hill giant), chaotic evil
  • Hit Points:


    105 (10d12 + 40)
  • Armor Class:


    14 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Mouth of Grolantor

Huge giant (hill giant), chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 50 ft.
STR
21 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
5 (-3)
WIS
7 (-2)
CHA
5 (-3)
  • Skills Perception +1
  • Condition Immunities frightened
  • Senses passive Perception 11
  • Languages Giant
  • Challenge CR6 (2,300 XP)
  • Mouth of Madness. The giant is immune to confusion spells and similar magic.

    On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant’s turns to determine its action for that turn:

    1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.
    4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.
    6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.
    8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.

Actions


  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: (3d6 + 5) piercing damage. The giant magically regains hit points equal to the damage dealt
  • Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (3d8 + 5) bludgeoning damage.
Small elemental, neutral evil
  • Hit Points:


    27 (6d6 + 6)
  • Armor Class:


    11
  • Speed:


    20 ft., fly 20 ft., swim 20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Mud Mephit

Small elemental, neutral evil
  • Armor Class 11
  • Hit Points 27 (6d6 + 6)
  • Speed 20 ft., fly 20 ft., swim 20 ft.
STR
8 (-1)
DEX
12 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
7 (-2)
  • Skills Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Terran
  • Challenge CR1/4 (50 XP)
  • Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn.
  • False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.

Actions


  • Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) bludgeoning damage.
  • Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Variant: Summon Mephits (1/Day). Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    10
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Mule

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR
14 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Senses passive Perception 10
  • Challenge CR1/8 (25 XP)
  • Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
  • Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions


  • Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Medium undead, lawful evil
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    11 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR3 (700 XP)

Mummy

Medium undead, lawful evil
  • Armor Class 11 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 20 ft.
STR
16 (+3)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
12 (+1)
  • Saving Throws Wis +2
  • Vulnerabilities fire
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages the languages it knew in life
  • Challenge CR3 (700 XP)

Actions


  • Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
  • Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic
  • Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies, but not mummy lords, for the next 24 hours.
Medium undead, lawful evil
  • Hit Points:


    97 (13d8 + 39)
  • Armor Class:


    17 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Mummy Lord

Medium undead, lawful evil
  • Armor Class 17 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 20 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
16 (+3)
  • Saving Throws Con +8, Int +5, Wis +9, Cha +8
  • Skills History +5, Religion +5
  • Vulnerabilities fire
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages the languages it knew in life
  • Challenge CR15 (13,000 XP)
  • Magic Resistance. The mummy lord has advantage on saving throws against spells and other magical effects.
  • Rejuvenation. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
  • Spellcasting. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:

    • Cantrips (at will): sacred flame, thaumaturgy
    • 1st level (4 slots): command, guiding bolt, shield of faith
    • 2nd level (3 slots): hold person, silence, spiritual weapon
    • 3rd level (3 slots): animate dead, dispel magic
    • 4th level (3 slots): divination, guardian of faith
    • 5th level (2 slots): contagion, insect plague
    • 6th level (1 slot): harm

Actions


  • Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
  • Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d6 + 4) bludgeoning damage plus (6d6)necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10, 3d6, for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic
  • Dreadful Glare. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary Actions


Mummy Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Mummy Lord regains spent legendary actions at the start of their turn.
  • Attack.The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
  • Blinding Dust.Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
  • Blasphemous Word (Costs 2 Actions).The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
  • Channel Negative Energy (Costs 2 Actions).The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
  • Whirlwind of Sand (Costs 2 Actions).The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
Medium plant, lawful neutral
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Myconid Adult

Medium plant, lawful neutral
  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
7 (-2)
  • Senses darkvision 120 ft., passive Perception 11
  • Challenge CR1/2 (100 XP)
  • Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
  • Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions


  • Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4) bludgeoning damage plus (2d4)poison damage.
  • Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Rapport Spores (3/Day). A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Large plant, lawful neutral
  • Hit Points:


    60 (8d10 + 16)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Myconid Sovereign

Large plant, lawful neutral
  • Armor Class 13 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
  • Senses darkvision 120 ft., passive Perception 12
  • Challenge CR2 (450 XP)
  • Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
  • Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions


  • Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.
  • Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (3d4 + 1) bludgeoning damage plus (3d4)poison damage.
  • Animating Spores (3/Day). The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can’t be animated again in this way.
  • Hallucination Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Pacifying Spores. The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
  • Rapport Spores (3/Day). A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Small plant, lawful neutral
  • Hit Points:


    7 (2d6)
  • Armor Class:


    10
  • Speed:


    10 ft.
  • Challenge Rating:


    CR0 (10 XP)

Myconid Sprout

Small plant, lawful neutral
  • Armor Class 10
  • Hit Points 7 (2d6)
  • Speed 10 ft.
STR
8 (-1)
DEX
10 (+0)
CON
10 (+0)
INT
8 (-1)
WIS
11 (+0)
CHA
5 (-3)
  • Senses darkvision 120 ft., passive Perception 10
  • Challenge CR0 (10 XP)
  • Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
  • Sun Sickness. While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.

Actions


  • Fist. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d4 - 1) bludgeoning damage plus (1d4)poison damage.
  • Rapport Spores (3/Day). A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    190 (20d8+100)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Nabassu

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 18 (natural armor)
  • Hit Points 190 (20d8+100)
  • Speed 40 ft., fly 60 ft.
STR
22 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
14 (+2)
WIS
15 (+2)
CHA
17 (+3)
  • Saving Throws Str +11, Dex +7
  • Skills Perception +7
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 17
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR15 (13,000 XP)
  • Demonic Shadows. The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can’t illuminate this area of dim light.
  • Devour Soul. A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature’s number of Hit Dice. Roll those dice, and increase the nabassu’s hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.
  • Magic Resistance. The nabassu has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The nabassu’s weapon attacks are magical.

Actions


  • Multiattack. The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.
  • Claws. Melee Weapon: +11 to hit, reach 5 ft., One target. Hit: (2d10+6) Slashing damage.
  • Bite. Melee Weapon: +11 to hit, reach 5 ft., One target. Hit: (4d12+6) Piercing damage.
  • Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn’t a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu’s control.
Medium Humanoid (Nagpa), Neutral Evil
  • Hit Points:


    187 (34d8+34)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR17 (18,000 XP)

Nagpa

Medium Humanoid (Nagpa), Neutral Evil
  • Armor Class 19 (natural armor)
  • Hit Points 187 (34d8+34)
  • Speed 40 ft.
STR
9 (-1)
DEX
15 (+2)
CON
12 (+1)
INT
23 (+6)
WIS
18 (+4)
CHA
21 (+5)
  • Saving Throws Int +12, Wis +10, Cha +11
  • Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10
  • Senses Truesight 120 ft., passive Perception 20
  • Languages Common plus up to five other languages
  • Challenge CR17 (18,000 XP)
  • Corruption. As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s Corruption for the next 24 hours.
  • Paralysis (Recharge 6). As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.
  • Spellcasting. The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt2nd level (3 slots): hold person, ray of enfeeblement, suggestion3rd level (3 slots): counterspell, fireball, fly4th level (3 slots): confusion, hallucinatory terrain, wall of fire5th level (2 slots): dominate person, dream, geas6th level (1 slot): circle of death, disintegrate7th level (1 slot): etherealness, prismatic spray8th level (1 slot): feeblemind

Actions


  • Staff. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d6+2) Bludgeoning damage.
Large fiend (demon), chaotic evil
  • Hit Points:


    184 (16d10 + 96)
  • Armor Class:


    18 (natural armor)
  • Speed:


    20 ft., fly 30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Nalfeshnee

Large fiend (demon), chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 184 (16d10 + 96)
  • Speed 20 ft., fly 30 ft.
STR
21 (+5)
DEX
10 (+0)
CON
22 (+6)
INT
19 (+4)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Con +11, Int +9, Wis +6, Cha +7
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR13 (10,000 XP)
  • Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (5d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d6 + 5) slashing damage.
  • Horror Nimbus (Recharge 5-6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.
  • Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    112 (15d8+45)
  • Armor Class:


    20 (plate armor, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Narzugon

Medium Fiend (Devil), Lawful Evil
  • Armor Class 20 (plate armor, shield)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
17 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
19 (+4)
  • Saving Throws Dex +5, Con +8, Cha +9
  • Skills Perception +7
  • Damage Resistance Acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120ft., passive Perception 17
  • Languages Common, Infernal, telepathy 120 ft.
  • Challenge CR13 (10,000 XP)
  • Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.
  • Infernal Tack. The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.
  • Magic Resistance. The narzugon has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.
  • Hellfire Lance. Melee Weapon: +10 to hit, reach 10 ft., One target. Hit: (1d12+5) Piercing damage plus (3d10)Fire damage. If this damage kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
  • Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn.
  • Terrifying Command. Each creature that isn’t a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon’s Terrifying Command for 24 hours.
  • Healing (1/Day). The narzugon, or one creature it touches, regains up to 100 hit points.
Medium humanoid (any race), any alignment
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Necromancer

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +7, Wis +5
  • Skills Arcana +7, History +7
  • Damage Resistance necrotic
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR9 (5,000 XP)
  • Spellcasting. The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared: • Cantrips (at will): chill touch, dancing lights, mage hand, mending • 1st level (4 slots): false life,^ mage armor, ray of sickness^ • 2nd level (3 slots): blindness/deafness,^ ray of enfeeblement,^ web • 3rd level (3 slots): animate dead,^ bestow curse,^ vampiric touch^ • 4th level (3 slots): blight,^ dimension door, stoneskin • 5th level (2 slots): Bigby’s hand, cloudkill • 6th level (1 slot): circle of death^ ^Necromancy spell of 1st level or higher
  • Grim Harvest (1/Turn). When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell’s level, or three times if it is a necromancy spell.

Actions


  • Chill Touch. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (3d8) necrotic damage. The target can't regain hit points until the start of the necromancer's next turn
  • Ray of Enfeeblement. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: (1d0) spell damage. The target deals only half damage with weapon attacks that use strength until the spell ends At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends
  • Ray of Sickness. Ranged Spell Attack: +7 to hit, reach 60 ft., one creature. Hit: (2d8) poison damage. The target must succeed on a dc 15 constitution saving throw or it is poisoned until the end of the necromancer's next turn
  • Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (2d4) necrotic damage.
  • Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The necromancer regains hit points equal to half the amount of necrotic damage dealt Until the spell ends, the necromancer can make the attack again on each of its turns as an action
Medium plant, neutral evil
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Needle Blight

Medium plant, neutral evil
  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Common but can't speak
  • Challenge CR1/4 (50 XP)

Actions


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) piercing damage.
  • Needles. Ranged Weapon Attack: +3 to hit, reach 30/60 ft., one target. Hit: (2d6 + 1) piercing damage.
Small aberration, lawful evil
  • Hit Points:


    33 (6d6 + 12)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Neogi

Small aberration, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 30 ft., climb 30 ft.
STR
6 (-2)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
12 (+1)
CHA
15 (+2)
  • Skills Intimidation +4, Perception +3
  • Senses darkvision 60 ft, passive Perception 13
  • Languages Common, Deep Speech, Undercommon
  • Challenge CR3 (700 XP)
  • Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
  • Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The neogi makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (4d6)poison damage. The target must succeed on a dc 12 constitution saving throw or become poisoned for 1 minute A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) slashing damage.
  • Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Tiny aberration, lawful evil
  • Hit Points:


    7 (3d4)
  • Armor Class:


    11
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Neogi Hatchling

Tiny aberration, lawful evil
  • Armor Class 11
  • Hit Points 7 (3d4)
  • Speed 20 ft., climb 20 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
6 (-2)
WIS
10 (+0)
CHA
9 (-1)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge CR1/8 (25 XP)
  • Mental Fortitude. The hatchling has advantage on saving throws against being charmed or frightened, and magic can’t put the hatchling to sleep.
  • Spider Climb. The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage plus (2d6)poison damage. The target must succeed on a dc 10 constitution saving throw or become poisoned for 1 minute A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium aberration, lawful evil
  • Hit Points:


    71 (11d6 + 22)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Neogi Master

Medium aberration, lawful evil
  • Armor Class 15 (natural armor)
  • Hit Points 71 (11d6 + 22)
  • Speed 30 ft., climb 30 ft.
STR
6 (-2)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Wis +3
  • Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 13
  • Languages Common, Deep Speech, Undercommon, telepathy 30 ft.
  • Challenge CR4 (1,100 XP)
  • Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can’t put the neogi to sleep.
  • Spellcasting. The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery • 1st–4th level (2 4th-level slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant
  • Spider Climb. The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The neogi makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (4d6)poison damage. The target must succeed on a dc 12 constitution saving throw or become poisoned for 1 minute A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage.
  • Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 300 ft., one creature. Hit: (1d10 + 4) force damage. When the neogi casts this spell, it creates two beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
  • Enslave (Recharges after a Short or Long Rest). The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi’s commands and can’t take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Gargantuan aberration, chaotic evil
  • Hit Points:


    325 (21d20 + 105)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Neothelid

Gargantuan aberration, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 325 (21d20 + 105)
  • Speed 30 ft.
STR
27 (+8)
DEX
7 (-2)
CON
21 (+5)
INT
3 (-4)
WIS
16 (+3)
CHA
12 (+1)
  • Saving Throws Int +1, Wis +8, Cha +6
  • Senses blindsight 120 ft., passive Perception 13
  • Languages -
  • Challenge CR13 (10,000 XP)
  • Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
  • Innate Spellcasting (Psionics). The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

    • At will: levitate
    • 1/day each: confusion, feeblemind, telekinesis
  • Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.

Actions


  • Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (3d8 + 8) bludgeoning damage plus (3d8)psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid’s turns.

    If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone
  • Acid Breath (Recharge 5–6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Medium fiend, neutral evil
  • Hit Points:


    112 (15d8 + 45)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Night Hag

Medium fiend, neutral evil
  • Armor Class 17 (natural armor)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +7, Insight +6, Perception +6, Stealth +6
  • Damage Resistance cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities Charmed
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge CR5 (1,800 XP)
  • Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: detect magic, magic missile • 2/day each: plane shift (self only), ray of enfeeblement, sleep
  • Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
  • Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify, ray of sickness • 2nd level (3 slots): hold person, locate object • 3rd level (3 slots): bestow curse, counterspell, lightning bolt • 4th level (3 slots): phantasmal killer, polymorph • 5th level (2 slots): contact other plane, scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The night hag's spell save DC is 15, and the spell attack bonus is +7 for these spells.

Actions


  • Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Ray of Enfeeblement. Ranged Spell Attack: +6 to hit, reach 60 ft., on creature. Hit: (1d0) necrotic damage. The target deals half damage with weapon attacks that use Strength for the duration. At the end of each of the target's turns, it can make a DC 14 Constitution saving throw, ending the effect early on a success
  • Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
  • Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
  • Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Large fiend, neutral evil
  • Hit Points:


    68 (8d10 + 24)
  • Armor Class:


    13 (natural armor)
  • Speed:


    60 ft., fly 90 ft.
  • Challenge Rating:


    CR3 (700 XP)

Nightmare

Large fiend, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages understands Abyssal, Common, and Infernal but can't speak
  • Challenge CR3 (700 XP)
  • Confer Fire Resistance. The nightmare can grant resistance to fire damage to anyone riding it.
  • Illumination. The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage plus (2d6)fire damage.
  • Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Huge Undead, Chaotic Evil
  • Hit Points:


    297 (22d12+154)
  • Armor Class:


    14
  • Speed:


    40 ft., fly 40 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Nightwalker

Huge Undead, Chaotic Evil
  • Armor Class 14
  • Hit Points 297 (22d12+154)
  • Speed 40 ft., fly 40 ft.
STR
22 (+6)
DEX
19 (+4)
CON
24 (+7)
INT
6 (-2)
WIS
9 (-1)
CHA
8 (-1)
  • Saving Throws Con +13
  • Damage Resistance Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Necrotic, poison
  • Condition Immunities Exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 120 ft. , passive Perception 9
  • Challenge CR20 (25,000 XP)
  • Annihilating Aura. Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura.
  • Life Eater. A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can’t be revived by any means short of a wish spell.

Actions


  • Multiattack. The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.
  • Enervating Focus. Melee Weapon: +12 to hit, reach 15 ft., One target. Hit: (5d8+6) Necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
  • Finger of Doom (Recharge 6). The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker’s next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to the nightwalker’s Finger of Doom for the next 24 hours.
Small humanoid (goblinoid), chaotic evil
  • Hit Points:


    7 (2d6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Nilbog

Small humanoid (goblinoid), chaotic evil
  • Armor Class 13 (leather armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
15 (+2)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge CR1 (200 XP)
  • Innate Spellcasting. The nilbog’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: mage hand, Tasha’s hideous laughter, vicious mockery • 1/day: confusion
  • Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.
  • Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.

Actions


  • Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.

Reactions


  • Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.
Medium humanoid (any race), any alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble

Medium humanoid (any race), any alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge CR1/8 (25 XP)

Actions


  • Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Baphomet

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Incite the Hunters (Recharges after a Short or Long Rest, Leader Variant). As an action, the noble allows each ally within 30 feet of it that has the Unerring Tracker trait to make one weapon attack as a reaction against the target of that ally’s Unerring Tracker.
  • Labyrinthine Recall. The noble can perfectly recall any path it has traveled.
  • Unerring Tracker. As a bonus action, the noble magically creates a psychic link with one creature it can see. For the next hour, as a bonus action the noble learns the current distance and direction to the target if it is on the same plane of existence. The link ends if the noble is incapacitated or if it uses this ability on a different target.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Dispater

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the noble gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
  • Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Fierna

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Infernal Loyalty. The noble has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the spy can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 19 temporary hit points (equal to the spy’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Glasya

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the noble, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
  • Infernal Ring Leader (Leader Variant). As a reaction when the cultist is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Levistus

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Path of Levistus. The noble magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the noble’s hit points. This ability can be invoked as an action by the noble or when the noble would die. Once the noble uses it, the noble can’t use it again.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    9 (2d8)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Noble of Mammon

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 15 (breastplate)
  • Hit Points 9 (2d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages Any two languages
  • Challenge CR1/8 (25 XP)
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the noble makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the noble succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the noble chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the noble’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Rapier. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.

Reactions


  • Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.
Medium aberration, neutral evil
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Nothic

Medium aberration, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Arcana +3, Insight +4, Perception +2, Stealth +5
  • Senses truesight 120 ft., passive Perception 12
  • Languages Undercommon
  • Challenge CR2 (450 XP)
  • Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The nothic makes two claw attacks.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
  • Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma, Deception, check against the nothic’s Wisdom, Insight, check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    11 (2d8+2)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Nupperibo

Medium Fiend (Devil), Lawful Evil
  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 20 ft.
STR
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
  • Skills Perception +1
  • Damage Resistance Acid, cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Blinded, charmed, frightened, poisoned
  • Senses Blindsight 10 ft. (blind beyond this radius), passive Perception 11
  • Languages understands Infernal but can’t speak
  • Challenge CR1/2 (100 XP)
  • Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.
  • Hunger-Driven. In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo’s Cloud of Vermin within the previous 24 hours.

Actions


  • Bite. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) piercing damage.
Large fiend (yugoloth), neutral evil
  • Hit Points:


    123 (13d10 + 52)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Nycaloth

Large fiend (yugoloth), neutral evil
  • Armor Class 18 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., fly 60 ft.
STR
20 (+5)
DEX
11 (+0)
CON
19 (+4)
INT
12 (+1)
WIS
10 (+0)
CHA
15 (+2)
  • Skills Intimidation +6, Perception +4, Stealth +4
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR9 (5,000 XP)
  • Innate Spellcasting. The nycaloth’s innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:

    • At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image
  • Magic Resistance. The nycaloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The nycaloth’s weapon attacks are magical.

Actions


  • Multiattack. The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5, 2d4, slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5, 2d4. Any creature can take an action to stanch the wound with a successful DC 13 Wisdom, Medicine, check. The wound also closes if the target receives magical healing
  • Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d12 + 5) slashing damage.
  • Teleport. The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • (Variant) Summon Yugoloth (1/Day). A nycaloth has a 50 percent chance of summoning 1d4 mezzoloths or one nycaloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Medium Construct, Unaligned
  • Hit Points:


    58 (9d8+18)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Oaken Bolter

Medium Construct, Unaligned
  • Armor Class 16 (natural armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
15 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands one language of its creator but can’t speak
  • Challenge CR5 (1,800 XP)
  • Magic Resistance. The oaken bolter has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.
  • Lancing Bolt (Melee). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (2d10+4) Piercing damage.
  • Lancing Bolt (Ranged). Ranged Weapon: +7 to hit, reach 100/400 ft., One target. Hit: (2d10+4) Piercing damage.
  • Harpoon. Ranged Weapon: +7 to hit, reach 50/200 ft., One target. Hit: (1d10+4) Piercing damage. and the target is grappled (escape DC 12). While grappled in this way, a creature’s speed isn’t reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
  • Explosive Bolt (Recharge 5-6). The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Tiny Ooze, Lawful Evil
  • Hit Points:


    18 (4d4+8)
  • Armor Class:


    13
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Oblex Spawn

Tiny Ooze, Lawful Evil
  • Armor Class 13
  • Hit Points 18 (4d4+8)
  • Speed 20 ft.
STR
8 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
10 (+0)
  • Saving Throws Int +4, Cha +2
  • Condition Immunities Blinded, charmed, deafened, exhaustion, prone
  • Senses Blindsight 60 ft. (blind beyond this distance), passive Perception 12
  • Challenge CR1/4 (50 XP)
  • Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
  • Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Actions


  • Pseudopod. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Bludgeoning damage plus (1d4)Psychic damage.
Large ooze, unaligned
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    8
  • Speed:


    10 ft., climb 10 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ochre Jelly

Large ooze, unaligned
  • Armor Class 8
  • Hit Points 45 (6d10 + 12)
  • Speed 10 ft., climb 10 ft.
STR
15 (+2)
DEX
6 (-2)
CON
14 (+2)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)
  • Damage Resistance acid
  • Damage Immunities lightning, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Challenge CR2 (450 XP)
  • Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing.
  • Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) bludgeoning damage plus (1d6)acid damage.

Reactions


  • Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
Small beast, unaligned
  • Hit Points:


    3 (1d6)
  • Armor Class:


    12
  • Speed:


    5 ft., swim 30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Octopus

Small beast, unaligned
  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 5 ft., swim 30 ft.
STR
4 (-3)
DEX
15 (+2)
CON
11 (+0)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Skills Perception +2, Stealth +4
  • Senses darkvision 30 ft., passive Perception 12
  • Challenge CR0 (10 XP)
  • Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.
  • Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
  • Water Breathing. The octopus can breathe only underwater.

Actions


  • Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) bludgeoning damage. The target is grappled, escape dc 10 Until this grapple ends, the octopus can't use its tentacles on another target
  • Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Large giant, chaotic evil
  • Hit Points:


    59 (7d10 + 21)
  • Armor Class:


    11 (hide armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ogre

Large giant, chaotic evil
  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge CR2 (450 XP)

Actions


  • Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
  • Javelin (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (2d6 + 4) piercing damage.
Large Giant, Chaotic Evil
  • Hit Points:


    59 (7d10+21)
  • Armor Class:


    14 (ring mail)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Ogre Battering Ram

Large Giant, Chaotic Evil
  • Armor Class 14 (ring mail)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge CR4 (1,100 XP)
  • Seige Monster. The ogre deals double damage to objects and structures.

Actions


  • Bash. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d10+4) Bludgeoning damage. Hit: The ogre can push the target 5 feet away if the target is Huge or smaller.
  • Block the Path. Until the start of the ogre’s next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre’s reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre’s next turn.
Large Giant, Chaotic Evil
  • Hit Points:


    59 (7d10+21)
  • Armor Class:


    13 (hide armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ogre Bolt Launcher

Large Giant, Chaotic Evil
  • Armor Class 13 (hide armor)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge CR2 (450 XP)

Actions


  • Fist. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d4+4) Bludgeoning damage.
  • Bolt Launcher. Ranged Weapon: +3 to hit, reach 120/480 ft., One target. Hit: (3d10+1) Piercing damage.
Large Giant, Chaotic Evil
  • Hit Points:


    59 (7d10+21)
  • Armor Class:


    11 (hide armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Ogre Chain Brute

Large Giant, Chaotic Evil
  • Armor Class 11 (hide armor)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge CR3 (700 XP)

Actions


  • Fist. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d4+4) Bludgeoning damage.
  • Chain Sweep. The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
  • Chain Smash (Recharge 6). Melee Weapon: +6 to hit, reach 10, One target. Hit: (2d8+4) Bludgeoning damage. And the target must succeed on a DC 14 Constitution saving throw or be knocked unconscious for 1 minute. The unconscious⁠ target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
Large Giant, Chaotic Evil
  • Hit Points:


    59 (7d10+21)
  • Armor Class:


    13 (breastplate)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ogre Howdah

Large Giant, Chaotic Evil
  • Armor Class 13 (breastplate)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
7 (-2)
CHA
7 (-2)
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Common, Giant
  • Challenge CR2 (450 XP)
  • Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.

Actions


  • Mace. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d6+4) Bludgeoning damage.
Large undead, neutral evil
  • Hit Points:


    85 (9d10 + 36)
  • Armor Class:


    8
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Ogre Zombie

Large undead, neutral evil
  • Armor Class 8
  • Hit Points 85 (9d10 + 36)
  • Speed 30 ft.
STR
19 (+4)
DEX
6 (-2)
CON
18 (+4)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Common and Giant but can't speak
  • Challenge CR2 (450 XP)
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions


  • Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
Medium Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    126 (12d10+60)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Oinoloth

Medium Fiend (Yugoloth), Neutral Evil
  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10+60)
  • Speed 40 ft.
STR
19 (+4)
DEX
17 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
16 (+3)
CHA
19 (+4)
  • Saving Throws Con +8, Wis +7
  • Skills Deception +8, Intimidation +8, Perception +7
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 17
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR12 (8,400 XP)
  • Bringer of Plagues (Recharge 5–6). As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature’s hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.
  • Innate Spellcasting. The oinoloth’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: darkness, detect magic, dispel magic, invisibility (self only)1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
  • Magic Resistance. The oinoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The oinoloth’s weapon attacks are magical.

Actions


  • Multiattack. The oinoloth uses its Transfixing Gaze and makes two claw attacks.
  • Claw. Melee Weapon: +8 to hit, reach 5 ft., One creature. Hit: (3d6+4) Slashing damage plus (4d10)necrotic damage.
  • Corrupted Healing (Recharge 6). Hit: (2d6) . The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.
  • Teleport. The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • Transfixing Gaze. One creature within 30 ft.. The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth’s next turn. While charmed in this way, the target is restrained. If the target’s saving throw is successful, the target is immune to the oinoloth’s gaze for the next 24 hours.
Oni
Large giant, lawful evil
  • Hit Points:


    110 (13d10 + 39)
  • Armor Class:


    16 (chain mail)
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Oni

Large giant, lawful evil
  • Armor Class 16 (chain mail)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft., fly 30 ft.
STR
19 (+4)
DEX
11 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
15 (+2)
  • Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  • Skills Arcana +5, Deception +8, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Giant
  • Challenge CR7 (2,900 XP)
  • Innate Spellcasting. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:

    • At will: darkness, invisibility
    • 1/day each: charm person, cone of cold, gaseous form, sleep
  • Magic Weapons. The oni's weapon attacks are magical.
  • Regeneration. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The oni makes two attacks, either with its claws or its glaive.
  • Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.
  • Glaive (Large Form). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) slashing damage.
  • Glaive (Small-Medium Form). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (1d10 + 4) slashing damage.
  • Change Shape. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
Orc
Medium humanoid (orc), chaotic evil
  • Hit Points:


    15 (2d8 + 6)
  • Armor Class:


    13 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Orc

Medium humanoid (orc), chaotic evil
  • Armor Class 13 (hide armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Intimidation +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge CR1/2 (100 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions


  • Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3) slashing damage.
  • Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    60 (8d8 + 24)
  • Armor Class:


    18 (chain mail, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Orc Blade of Ilneval

Medium humanoid (orc), chaotic evil
  • Armor Class 18 (chain mail, shield)
  • Hit Points 60 (8d8 + 24)
  • Speed 30 ft.
STR
17 (+3)
DEX
11 (+0)
CON
17 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Saving Throws Wis +3
  • Skills Perception +3, Insight +3, Intimidation +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Orc
  • Challenge CR4 (1,100 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Foe Smiter of Ilneval. The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).

Actions


  • Multiattack. The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval’s Command is available to use, the orc can use it after these attacks.
  • Longsword (One-handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) slashing damage.
  • Longsword (Two-handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d10 + 3) slashing damage. When used with two hands
  • Javelin (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Ilneval’s Command (Recharge 4–6). Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    14 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Orc Claw of Luthic

Medium humanoid (orc), chaotic evil
  • Armor Class 14 (hide armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
  • Skills Intimidation +2, Medicine +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Orc
  • Challenge CR2 (450 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Spellcasting. The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:

    • Cantrips (at will): guidance, mending, resistance, thaumaturgy
    • 1st level (4 slots): bane, cure wounds, guiding bolt
    • 2nd level (3 slots): augury, warding bond
    • 3rd level (2 slots): bestow curse, create food and water

Actions


  • Multiattack. The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.
  • Guiding Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one creature. Hit: (4d6) radiant damage. The next attack roll made against the target before the end of the orc's next turn has advantage, thanks to the mystical dim light glittering on the target until then
Medium humanoid (orc), chaotic evil
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    16 (ring mail, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Orc Eye of Gruumsh

Medium humanoid (orc), chaotic evil
  • Armor Class 16 (ring mail, shield)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
13 (+1)
CHA
12 (+1)
  • Skills Intimidation +3, Religion +1
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Orc
  • Challenge CR2 (450 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
  • Spellcasting. The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:

    • Cantrips (at will): guidance, resistance, thaumaturgy
    • 1st level (4 slots): bless, command
    • 2nd level (2 slots): augury, spiritual weapon (spear)

Actions


  • Spear (Melee; One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3 + 1d8) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 3) piercing damage.
  • Spear (Ranged; One-Handed). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d6 + 3 + 1d8) piercing damage.
  • Spiritual Weapon (Spear). Melee Spell Attack: +3 to hit, reach 60 ft., one target. Hit: (1d8 + 1) force damage. The orc, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the orc casts this spell again. When the orc casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the orc's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it
Medium humanoid (orc), chaotic evil
  • Hit Points:


    30 (4d8 + 12)
  • Armor Class:


    12 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Orc Hand of Yurtrus

Medium humanoid (orc), chaotic evil
  • Armor Class 12 (hide armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.
STR
12 (+1)
DEX
11 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
9 (-1)
  • Skills Arcana +2, Intimidation +1, Medicine +4, Religion +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Common and Orc but can’t speak
  • Challenge CR2 (450 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Spellcasting. The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:

    • Cantrips (at-will): guidance, mending, resistance, thaumaturgy
    • 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good
    • 2nd level (3 slots): blindness/deafness, silence

Actions


  • Inflict Wounds. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d10) necrotic damage.
  • Touch of the White Hand. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d8) necrotic damage.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    30 (4d8 + 12)
  • Armor Class:


    9
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Orc Nurtured One of Yurtrus

Medium humanoid (orc), chaotic evil
  • Armor Class 9
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
7 (-2)
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge CR1/2 (100 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Corrupted Carrier. When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn’t poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can’t regain hit points.
  • Nurtured One of Yurtrus. The orc has advantage on saving throws against poison and disease.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage plus (1d4)necrotic damage.
  • Corrupted Vengeance. The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    52 (8d8 + 16)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Orc Red Fang of Shargaas

Medium humanoid (orc), chaotic evil
  • Armor Class 15 (studded leather)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
15 (+2)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
  • Skills Intimidation +1, Perception +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Orc
  • Challenge CR3 (700 XP)
  • Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
  • Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).
  • Shargaas’s Sight. Magical darkness doesn’t impede the orc’s darkvision.
  • Slayer. In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn’t taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.

Actions


  • Multiattack. The orc makes two scimitar or dart attacks.
  • Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (3d6 + 3) slashing damage.
  • Dart. Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (3d4 + 3) piercing damage.
  • Veil of Shargaas (Recharges after a Short or Long Rest). The orc casts darkness without any components. Wisdom is its spellcasting ability.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    93 (11d8 + 44)
  • Armor Class:


    16 (chain mail)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Orc War Chief

Medium humanoid (orc), chaotic evil
  • Armor Class 16 (chain mail)
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
11 (+0)
CHA
16 (+3)
  • Saving Throws Str +6, Con +6, Wis +2
  • Skills Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge CR4 (1,100 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
  • Gruumsh’s Fury. The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).

Actions


  • Multiattack. The orc makes two attacks with its greataxe or its spear.
  • Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12 + 4 + 1d8) slashing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4 + 1d8) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
  • Spear (Ranged; One-Handed). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d6 + 4 + 1d8) piercing damage.
  • Battle Cry (1/Day). Each creature of the war chief’s choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief’s next turn. The war chief can then make one attack as a bonus action.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    405 (30d12+210)
  • Armor Class:


    17 (natural armor), 20 with the Wand of Orcus
  • Speed:


    40 ft., fly 40 ft.
  • Challenge Rating:


    CR26 (90,000 XP)

Orcus

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 17 (natural armor), 20 with the Wand of Orcus
  • Hit Points 405 (30d12+210)
  • Speed 40 ft., fly 40 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
20 (+5)
WIS
20 (+5)
CHA
25 (+7)
  • Saving Throws Dex +10, Con +15, Wis +13
  • Skills Arcana +12, Perception +12
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 22
  • Languages All, telepathy 120 ft.
  • Challenge CR26 (90,000 XP)
  • Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn. While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don’t exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can’t be used again until the next dawn.
  • Innate Spellcasting. Orcus’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: chill touch (17th level), detect magic 3/day each: create undead, dispel magic 1/day: time stop
  • Legendary Resistance (3/Day). If Orcus fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Orcus’s weapon attacks are magical.
  • Master of Undeath. When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn’t night.

Actions


  • Multiattack. Orcus makes two Wands of Orcus attacks.
  • Wand of Orcus. Melee Weapon: +19 to hit, reach 10 ft., One target. Hit: (3d8+8) Bludgeoning damage plus (2d12)Necrotic damage.
  • Tail. Melee Weapon: +16 to hit, reach 10 ft., One target. Hit: (3d8+3) Piercing damage plus (2d8)Poison damage.

Legendary Actions


Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Orcus regains spent legendary actions at the start of their turn.
  • Tail.Orcus makes one tail attack.
  • A Taste of Undeath.Orcus casts chill touch (17th level)
  • Creeping Death (Costs 2 Actions).Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.
Medium humanoid (orc), chaotic evil
  • Hit Points:


    42 (5d8 + 20)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Orog

Medium humanoid (orc), chaotic evil
  • Armor Class 18 (plate)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Intimidation +5, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Orc
  • Challenge CR2 (450 XP)
  • Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.

Actions


  • Multiattack. The orog makes two greataxe attacks.
  • Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d12 + 4) slashing damage.
  • Javelin (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: (1d6 + 4) piercing damage.
Large Fiend (Devil), Lawful Evil
  • Hit Points:


    105 (10d10+50)
  • Armor Class:


    17 (half plate)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Orthon

Large Fiend (Devil), Lawful Evil
  • Armor Class 17 (half plate)
  • Hit Points 105 (10d10+50)
  • Speed 30 ft., climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
21 (+5)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Dex +7, Con +9, Wis +6
  • Skills Perception +10, Stealth +11, Survival +10
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Charmed, exhaustion, poisoned
  • Senses Darkvision 120 ft., truesight 30 ft., passive Perception 20
  • Languages Common, Infernal, telepathy 120 ft.
  • Challenge CR10 (5,900 XP)
  • Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.
  • Magic Resistance. The orthon has advantage on saving throws against spells and other magical effects.

Actions


  • Infernal Dagger. Melee Weapon: +10 to hit, reach 5 ft, One target. Hit: (2d4+6) Slashing damage. On hit, the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Brass Crossbow. Ranged Weapon: +7 to hit, reach 100/400 ft, One target. Hit: (2d10+3) Piercing damage. On hit, add one of the following effects: Acid, Blindness (1/Day), Concussion, Entanglement, Paralysis (1/Day), Tracking.
  • (Acid.). Hit: (5d6) Acid damage. The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
  • (Blindness (1/Day)). Hit: (1d10) Radiant damage. The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn.
  • (Concussion.). Hit: (2d12) Thunder damage. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
  • (Entanglement.). The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.
  • (Paralysis (1/Day)). Hit: (4d10) Lightning damage. The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • (Tracking.). For the next 24 hours, the orthon knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.

Reactions


  • Explosive Retribution. When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.
Large aberration, neutral
  • Hit Points:


    114 (12d10 + 48)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Otyugh

Large aberration, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
19 (+4)
INT
6 (-2)
WIS
13 (+1)
CHA
6 (-2)
  • Saving Throws Con +7
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Otyugh
  • Challenge CR5 (1,800 XP)
  • Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 ft. of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions


  • Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5, 1d10, on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured
  • Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d8 + 3) bludgeoning damage plus (1d8)piercing damage. If the target is Medium or smaller, it is grappled, escape DC 13, and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target
  • Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Owl
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    11
  • Speed:


    5 ft., fly 60 ft.
  • Challenge Rating:


    CR0 (10 XP)

Owl

Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 5 ft., fly 60 ft.
STR
3 (-4)
DEX
13 (+1)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +3
  • Senses darkvision 120 ft., passive Perception 13
  • Challenge CR0 (10 XP)
  • Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
  • Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions


  • Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
Large monstrosity, unaligned
  • Hit Points:


    59 (7d10 + 21)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Owlbear

Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR3 (700 XP)
  • Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions


  • Multiattack. The owlbear makes two attacks: one with its beak and one with its claws.
  • Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1d10 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.
Ox
Large beast, unaligned
  • Hit Points:


    15 (2d10 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Ox

Large beast, unaligned
  • Armor Class 10
  • Hit Points 15 (2d10 + 4)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Charge. If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
  • Beast of Burden. The oxen is considered to be a Huge animal for the purpose of determining its carrying capacity.

Actions


  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Medium beast, unaligned
  • Hit Points:


    13 (3d8)
  • Armor Class:


    12
  • Speed:


    50 ft., climb 40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Panther

Medium beast, unaligned
  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 50 ft., climb 40 ft.
STR
14 (+2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
14 (+2)
CHA
7 (-2)
  • Skills Perception +4, Stealth +6
  • Senses passive Perception 14
  • Challenge CR1/4 (50 XP)
  • Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the panther moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
Large celestial, chaotic good
  • Hit Points:


    59 (7d10 + 21)
  • Armor Class:


    12
  • Speed:


    60 ft., fly 90 ft.
  • Challenge Rating:


    CR2 (450 XP)

Pegasus

Large celestial, chaotic good
  • Armor Class 12
  • Hit Points 59 (7d10 + 21)
  • Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
13 (+1)
  • Saving Throws Dex +4, Wis +4, Cha +3
  • Skills Perception +6
  • Senses passive Perception 16
  • Languages Understands Celestial, Common, Elvish, And Sylvan But Can't Speak
  • Challenge CR2 (450 XP)

Actions


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Large construct, lawful neutral
  • Hit Points:


    32 (5d10 + 5)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Pentadrone

Large construct, lawful neutral
  • Armor Class 16 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
  • Skills Perception +4
  • Senses truesight 120 ft., passive Perception 14
  • Languages Modron
  • Challenge CR2 (450 XP)
  • Axiomatic Mind. The pentadrone can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


  • Multiattack. The pentadrone makes five arm attacks.
  • Arm. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage.
  • Paralysis Gas (Recharge 5–6). The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium monstrosity, chaotic evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., fly 60 ft.
  • Challenge Rating:


    CR2 (450 XP)

Peryton

Medium monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 20 ft., fly 60 ft.
STR
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
10 (+0)
  • Skills Perception +5
  • Damage Resistance bludgeoning, piercing and slashing from nonmagical attacks
  • Senses passive Perception 15
  • Languages understands Comman and Elvish but can't speak
  • Challenge CR2 (450 XP)
  • Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
  • Flyby. The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions


  • Multiattack. The peryton makes one gore attack and one talon attack.
  • Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage.
Large monstrosity, unaligned
  • Hit Points:


    32 (5d10 + 5)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Phase Spider

Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 32 (5d10 + 5)
  • Speed 30 ft., climb 30 ft.
STR
15 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge CR3 (700 XP)
  • Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d10 + 2) piercing damage plus (4d8)poison damage. The target must make a DC 11 Constitution saving throw. On a failed save the target takes the poison damage, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Gargantuan Elemental, Neutral
  • Hit Points:


    175 (10d20+70)
  • Armor Class:


    18
  • Speed:


    20 ft., fly 120 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Phoenix

Gargantuan Elemental, Neutral
  • Armor Class 18
  • Hit Points 175 (10d20+70)
  • Speed 20 ft., fly 120 ft.
STR
19 (+4)
DEX
26 (+8)
CON
25 (+7)
INT
2 (-4)
WIS
21 (+5)
CHA
18 (+4)
  • Saving Throws Wis +10, Cha +9
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Fire, poison
  • Condition Immunities Exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
  • Senses Darkvision 60 ft., passive Perception 15
  • Challenge CR16 (15,000 XP)
  • Fiery Death and Rebirth. When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.The explosion destroys the phoenix’s body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.
  • Fire Form. The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren’t worn or carried (no action required).
  • Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
  • Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
  • Siege Monster. The phoenix deals double damage to objects and structures.

Actions


  • Multiattack. The phoenix makes two attacks: one with its beak and one with its fiery talons.
  • Beak. Melee Weapon: +13 to hit, reach 15 ft., One target. Hit: (2d6+8) Fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
  • Fiery Talons. Melee Weapon: +13 to hit, reach 15 ft., One target. Hit: (2d8+8) Fire damage.

Legendary Actions


Phoenix can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Phoenix regains spent legendary actions at the start of their turn.
  • Peck.The phoenix makes one beak attack.
  • Move.The phoenix moves up to its speed.
  • Swoop (Costs 2 Actions).The phoenix moves up to its speed and attacks with its fiery talons.
Medium monstrosity, unaligned
  • Hit Points:


    22 (3d8 + 9)
  • Armor Class:


    15 (natural armor)
  • Speed:


    5 ft., climb 5 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Piercer

Medium monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 22 (3d8 + 9)
  • Speed 5 ft., climb 5 ft.
STR
10 (+0)
DEX
13 (+1)
CON
16 (+3)
INT
1 (-5)
WIS
7 (-2)
CHA
3 (-4)
  • Skills Stealth +5
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • False Appearance. While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.
  • Spider Climb. The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Drop. Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. Hit: (1d6) piercing damage. The piercer does 1d6 piercing damage, up to a total of 21, 6d6, for every 10 feet it falls. Miss: The piercer takes half the normal falling damage for the distance fallen
Large fiend (devil), lawful evil
  • Hit Points:


    300 (24d10 + 168)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR20 (25,000 XP)

Pit Fiend

Large fiend (devil), lawful evil
  • Armor Class 19 (natural armor)
  • Hit Points 300 (24d10 + 168)
  • Speed 30 ft., fly 60 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
  • Saving Throws Dex +8, Con +13, Wis +10
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 120 ft., passive Perception 14
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR20 (25,000 XP)
  • Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
  • Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The pit fiend's weapon attacks are magical.
  • Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:

    • At will: detect magic, fireball
    • 3/day each: hold monster, wall of fire

Actions


  • Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
  • Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d8 + 8) slashing damage.
  • Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) bludgeoning damage plus (6d6)fire damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d10 + 8) bludgeoning damage.
  • Variant: Summon Devil (1/Day). The devil chooses what to summon and attempts a magical summoning. A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Tiny fey, neutral good
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    15
  • Speed:


    10 ft., fly 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Pixie

Tiny fey, neutral good
  • Armor Class 15
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 30 ft.
STR
2 (-4)
DEX
20 (+5)
CON
8 (-1)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)
  • Skills Perception +4, Stealth +7
  • Senses passive Perception 14
  • Languages Sylvan
  • Challenge CR1/4 (50 XP)
  • Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
  • Innate Spellcasting. The pixie’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:

    • At will: druidcraft
    • 1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep

Actions


  • Superior Invisibility. The pixie magically turns invisible until its concentration ends, as if concentrating on a spell. Any equipment the pixie wears or carries is invisible with it.
Large celestial, lawful good
  • Hit Points:


    200 (16d10 + 112)
  • Armor Class:


    19 (natural armor)
  • Speed:


    40 ft., fly 120 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Planetar

Large celestial, lawful good
  • Armor Class 19 (natural armor)
  • Hit Points 200 (16d10 + 112)
  • Speed 40 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
  • Saving Throws Con +12, Wis +11, Cha +12
  • Skills Perception +11
  • Damage Resistance radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened
  • Senses truesight 120 ft., passive Perception 21
  • Languages all, telepathy 120 ft.
  • Challenge CR16 (15,000 XP)
  • Angelic Weapons. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
  • Divine Awareness. The planetar knows if it hears a lie.
  • Innate Spellcasting. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

    • At will: detect evil and good, invisibility (self only)
    • 3/day each: blade barrier, dispel evil and good, flame strike, raise dead
    • 1/day each: commune, control weather, insect plague
  • Magic Resistance. The planetar has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The planetar makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (4d6 + 7) slashing damage plus (5d8)radiant damage.
  • Healing Touch (4/Day). The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Large beast, unaligned
  • Hit Points:


    68 (8d10 + 24)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., swim 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Plesiosaurus

Large beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 20 ft., swim 40 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge CR2 (450 XP)
  • Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (3d6 + 4) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    2 (1d4)
  • Armor Class:


    13
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Poisonous Snake

Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft., swim 30 ft.
STR
2 (-4)
DEX
16 (+3)
CON
11 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
  • Senses blindsight 10 ft., passive Perception 10
  • Challenge CR1/8 (25 XP)

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage plus (2d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Large beast, unaligned
  • Hit Points:


    42 (5d10 + 15)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Polar Bear

Large beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 40 ft., swim 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR2 (450 XP)
  • Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
Medium undead, chaotic evil
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12
  • Speed:


    0 ft., fly 50 ft. (hover)
  • Challenge Rating:


    CR2 (450 XP)

Poltergeist

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
STR
1 (-5)
DEX
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhuastion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands all languages it knew in life but can't speak
  • Challenge CR2 (450 XP)
  • Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Invisibility. The poltergeist is invisible.

Actions


  • Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) force damage.
  • Telekinetic Thrust (Creature). The poltergeist targets a creature within 30 feet of it. A creature must be Medium or smaller to be affected by this magic. The poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.
  • Telekinetic Thrust (Object). Ranged Spell Attack: +4 to hit, Hit: (2d4) bludgeoning damage. The poltergeist targets a unattended object within 30 feet of it, weighing up to 150 pounds. If the target is an object that isn’t being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object’s path
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    10
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Pony

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR
15 (+2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
  • Senses passive Perception 10
  • Challenge CR1/8 (25 XP)

Actions


  • Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) bludgeoning damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    13 (chain shirt)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Priest

Medium humanoid (any race), any alignment
  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
  • Skills Medicine +7, Persuasion +3, Religion +5
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge CR2 (450 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: • Cantrips (at will): light, sacred flame, thaumaturgy • 1st level (4 slots): cure wounds, guiding bolt, sanctuary • 2nd level (3 slots): lesser restoration, spiritual weapon • 3rd level (2 slots): dispel magic, spirit guardians

Actions


  • Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage.
  • Guiding Bolt. Ranged Spell Attack: +5 to hit, reach 120 ft., one target. Hit: (4d6) radiant damage. The next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then
  • Spiritual Weapon. Melee Spell Attack: +5 to hit, reach 60 ft., one target. Hit: (1d8 + 1) force damage. The priest, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (5d8+5)
  • Armor Class:


    13 (chain shirt)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Priest of Fierna

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8+5)
  • Speed 25 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
  • Skills Medicine +7, Persuasion +3, Religion +4
  • Senses passive Perception 13
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy, friends*1st level (4 slots): cure wounds, guiding bolt, sanctuary, charm person*2nd level (3 slots): lesser restoration, spiritual weapon, suggestion*3rd level (2 slots): dispel magic, spirit guardians, hypnotic pattern** Cult signature spells
  • Infernal Loyalty. The priest has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Mace. Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d6) Bludgeoning damage.
  • Guiding Bolt. Ranged Spell: +5 to hit, reach 120 ft., One target. Hit: (4d6) Radiant damage. and the next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  • Spiritual Weapon. Melee Spell: +5 to hit, reach 60 ft., One target. Hit: (1d8+1) Force damage. The priest, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the priest can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 15 temporary hit points (equal to the priest’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (5d8+5)
  • Armor Class:


    13 (chain shirt)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR2 (450 XP)

Priest of Mephistopheles

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 13 (chain shirt)
  • Hit Points 27 (5d8+5)
  • Speed 25 ft.
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
13 (+1)
WIS
16 (+3)
CHA
13 (+1)
  • Skills Medicine +7, Persuasion +3, Religion +4
  • Senses passive Perception 13
  • Languages Any two languages
  • Challenge CR2 (450 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy, fire bolt*1st level (4 slots): cure wounds, guiding bolt, sanctuary, burning hands*2nd level (3 slots): lesser restoration, spiritual weapon, flaming sphere*3rd level (2 slots): dispel magic, spirit guardians, fireball** Cult signature spells
  • Spell Shield. The priest gains advantage on saving throws against spells. If it succeeds on such a saving throw, it gains temporary hit points equal to the spell’s level.
  • Spell Leech (Leader Variant). As a bonus action, the priest chooses one ally it can see within 30 feet of it. The target loses its lowest-level spell slot, and the priest gains it.

Actions


  • Mace. Melee Weapon: +2 to hit, reach 5 ft., One target. Hit: (1d6) Bludgeoning damage.
  • Guiding Bolt. Ranged Spell: +5 to hit, reach 120 ft., One target. Hit: (4d6) Radiant damage. and the next attack roll made against this target before the end of the priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then.
  • Spiritual Weapon. Melee Spell: +5 to hit, reach 60 ft., One target. Hit: (1d8+1) Force damage. The priest, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the priest casts this spell again. When the priest casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the priest's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Tiny dragon, neutral good
  • Hit Points:


    7 (2d4 + 2)
  • Armor Class:


    13 (natural armor)
  • Speed:


    15 ft., fly 60 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Pseudodragon

Tiny dragon, neutral good
  • Armor Class 13 (natural armor)
  • Hit Points 7 (2d4 + 2)
  • Speed 15 ft., fly 60 ft.
STR
6 (-2)
DEX
15 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
  • Skills Perception +3, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages understands Common and Draconic but can't speak
  • Challenge CR1/4 (50 XP)
  • Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
  • Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.
  • Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake
Medium ooze, unaligned
  • Hit Points:


    22 (3d8 + 9)
  • Armor Class:


    8
  • Speed:


    10 ft., climb 10 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Psychic Gray Ooze

Medium ooze, unaligned
  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 10 ft., climb 10 ft.
STR
12 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
2 (-4)
  • Skills Stealth +2
  • Damage Resistance acid, cold, fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages -
  • Challenge CR1/2 (100 XP)
  • Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

    The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
  • False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions


  • Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage plus (2d6)acid damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the ac it offers The armor is destroyed if the penalty reduces its AC to 10
  • Psychic Crush (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
Medium beast, unaligned
  • Hit Points:


    13 (3d8)
  • Armor Class:


    13 (natural armor)
  • Speed:


    10 ft., fly 60 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Pteranodon

Medium beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 60 ft.
STR
12 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
2 (-4)
WIS
9 (-1)
CHA
5 (-3)
  • Skills Perception +1
  • Senses passive Perception 11
  • Challenge CR1/4 (50 XP)
  • Flyby. The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) piercing damage.
Gargantuan monstrosity, unaligned
  • Hit Points:


    247 (15d20 + 90)
  • Armor Class:


    18 (natural armor)
  • Speed:


    50 ft., burrow 30 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Purple Worm

Gargantuan monstrosity, unaligned
  • Armor Class 18 (natural armor)
  • Hit Points 247 (15d20 + 90)
  • Speed 50 ft., burrow 30 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
1 (-5)
WIS
8 (-1)
CHA
4 (-3)
  • Saving Throws Con +11, Wis +4
  • Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
  • Challenge CR15 (13,000 XP)
  • Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions


  • Multiattack. The worm makes two attacks: one with its bite and one with its stinger.
  • Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  • Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: (3d6 + 9) piercing damage plus (12d6)poison damage. The target must make a DC 19 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Medium construct, lawful neutral
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Quadrone

Medium construct, lawful neutral
  • Armor Class 16 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., fly 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Perception +2
  • Senses truesight 120 ft., passive Perception 12
  • Languages Modron
  • Challenge CR1 (200 XP)
  • Axiomatic Mind. The quadrone can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


  • Multiattack. The quadrone makes two fist attacks or four shortbow attacks.
  • Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium humanoid (quaggoth), chaotic neutral
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Quaggoth

Medium humanoid (quaggoth), chaotic neutral
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., climb 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Athletics +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Undercommon
  • Challenge CR2 (450 XP)
  • Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

Actions


  • Multiattack. The quaggoth makes two claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Medium plant, Unaligned
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR1 (200 XP)

Quaggoth Spore Servant

Medium plant, Unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 20 ft., climb 20 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)
  • Damage Immunities Poison
  • Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
  • Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Challenge CR1 (200 XP)

Actions


  • Multiattack. The spore servant makes two claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Medium humanoid (quaggoth), chaotic neutral
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Quaggoth Thonot

Medium humanoid (quaggoth), chaotic neutral
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., climb 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Athletics +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Undercommon
  • Challenge CR3 (700 XP)
  • Wounded Fury. While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.
  • Innate Spellcasting (Psionics). The quaggoth’s innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components:

    • At will: feather fall, mage hand (the hand is invisible)
    • 1/day each: cure wounds, enlarge/reduce, heat metal, mirror image

Actions


  • Multiattack. The quaggoth makes two claw attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Tiny fiend (demon), chaotic evil
  • Hit Points:


    7 (3d4)
  • Armor Class:


    13
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Quasit

Tiny fiend (demon), chaotic evil
  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.
STR
5 (-3)
DEX
17 (+3)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
10 (+0)
  • Skills Stealth +5
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge CR1 (200 XP)
  • Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.
  • Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions


  • Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a DC 10 Constitution saving throw or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Scare (1/day). One creature of the quasit's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
  • Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Huge beast, unaligned
  • Hit Points:


    30 (4d12 + 4)
  • Armor Class:


    13 (natural armor)
  • Speed:


    10 ft., fly 80 ft.
  • Challenge Rating:


    CR2 (450 XP)

Quetzalcoatlus

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 30 (4d12 + 4)
  • Speed 10 ft., fly 80 ft.
STR
15 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge CR2 (450 XP)
  • Dive Attack. If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.
  • Flyby. The quetzalcoatlus doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: (3d6 + 2) piercing damage.
Tiny fey, chaotic evil
  • Hit Points:


    10 (3d4 + 3)
  • Armor Class:


    16
  • Speed:


    120 ft.
  • Challenge Rating:


    CR1 (200 XP)

Quickling

Tiny fey, chaotic evil
  • Armor Class 16
  • Hit Points 10 (3d4 + 3)
  • Speed 120 ft.
STR
4 (-3)
DEX
23 (+6)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Acrobatics +8, Sleight of Hand +8, Stealth +8, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Sylvan
  • Challenge CR1 (200 XP)
  • Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.
  • Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Actions


  • Multiattack. The quickling makes three dagger attacks.
  • Dagger (Melee). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d4 + 6) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +8 to hit, reach 20/60 ft., one target. Hit: (1d4 + 6) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    13
  • Speed:


    0 ft., swim 40 ft.
  • Challenge Rating:


    CR0 (10 XP)

Quipper

Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 40 ft.
STR
2 (-4)
DEX
16 (+3)
CON
9 (-1)
INT
1 (-5)
WIS
7 (-2)
CHA
2 (-4)
  • Senses darkvision 60 ft., passive Perception 8
  • Challenge CR0 (10 XP)
  • Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Water Breathing. The quipper can breathe only underwater.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Medium fiend, lawful evil
  • Hit Points:


    110 (13d8 + 52)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Rakshasa

Medium fiend, lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
20 (+5)
  • Skills Deception +10, Insight +8
  • Vulnerabilities piercing from magic weapons wielded by good creatures
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge CR13 (10,000 XP)
  • Limited Magic Immunity. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
  • Innate Spellcasting. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:

    • At will: detect thoughts, disguise self, mage hand, minor illusion
    • 3/day each: charm person, detect magic, invisibility, major image, suggestion
    • 1/day each: dominate person, fly, plane shift, true seeing

Actions


  • Multiattack. The rakshasa makes two claw attacks
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage. The target is cursed if it is a creature The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic
Rat
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    10
  • Speed:


    20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Rat

Tiny beast, unaligned
  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft.
STR
2 (-4)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge CR0 (10 XP)
  • Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 50 ft.
  • Challenge Rating:


    CR0 (10 XP)

Raven

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft., fly 50 ft.
STR
2 (-4)
DEX
14 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions


  • Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1) piercing damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    255 (30d8+120)
  • Armor Class:


    22 (natural armor)
  • Speed:


    30 ft. fly 50 ft.
  • Challenge Rating:


    CR19 (22,000 XP)

Red Abishai

Medium Fiend (Devil), Lawful Evil
  • Armor Class 22 (natural armor)
  • Hit Points 255 (30d8+120)
  • Speed 30 ft. fly 50 ft.
STR
23 (+6)
DEX
16 (+3)
CON
19 (+4)
INT
14 (+2)
WIS
15 (+2)
CHA
19 (+4)
  • Saving Throws Str +12, Con +10, Wis +8
  • Skills Intimidation +10, Perception +8
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Fire, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft., passive Perception 18
  • Languages Draconic, Infernal, telepathy 120 ft.
  • Challenge CR19 (22,000 XP)
  • Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
  • Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The abishai's weapon attacks are magical

Actions


  • Multiattack. The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.
  • Morningstar. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (1d8+6) Piercing damage.
  • Claw. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (2d10+6) Slashing damage.
  • Bite. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (3d10+6) Piercing damage plus (7d10)Fire damage.
  • Frightful Presence. Each creature of the abishai’s choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened of it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the abishai’s Frightful Presence for the next 24 hours.
  • Power of the Dragon Queen. The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai’s Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.
Medium dragon, chaotic evil
  • Hit Points:


    75 (10d8 + 30)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., climb 30 ft., fly 60 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Red Dragon Wyrmling

Medium dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft., fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR4 (1,100 XP)

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage plus (1d6)fire damage.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Red Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Resistance fire
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge CR2 (450 XP)

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Large aberration, chaotic neutral
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Red Slaad

Large aberration, chaotic neutral
  • Armor Class 14 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
6 (-2)
CHA
7 (-2)
  • Skills Perception +1
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Slaad, telepathy 60 ft.
  • Challenge CR5 (1,800 XP)
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
  • Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions


  • Multiattack. The slaad makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease — a minuscule slaad egg.

    A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host’s chest in 1 round, killing the host in the process.

    If the disease is cured before the tadpole’s emergence, the unborn slaad is disintegrated
Small fey, chaotic evil
  • Hit Points:


    45 (6d6 + 24)
  • Armor Class:


    13 (natural armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR3 (700 XP)

Redcap

Small fey, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d6 + 24)
  • Speed 25 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
  • Skills Athletics +6, Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Sylvan
  • Challenge CR3 (700 XP)
  • Iron Boots. While moving, the redcap has disadvantage on Dexterity (Stealth) checks.
  • Outsize Strength. While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn’t impose disadvantage on its attack rolls.

Actions


  • Multiattack. The redcap makes three attacks with its wicked sickle.
  • Wicked Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d4 + 4) slashing damage.
  • Ironbound Pursuit. The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.
Medium beast, unaligned
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    12 (natural armor)
  • Speed:


    0 ft., swim 40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Reef Shark

Medium beast, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 0 ft., swim 40 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)
  • Skills Perception +2
  • Senses blindsight 30 ft., passive Perception 12
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Water Breathing. The shark can breathe only underwater.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
Huge monstrosity, unaligned
  • Hit Points:


    195 (17d12 + 85)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., burrow 20 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Remorhaz

Huge monstrosity, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft., burrow 20 ft.
STR
24 (+7)
DEX
13 (+1)
CON
21 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
  • Damage Immunities cold, fire
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge CR11 (7,200 XP)
  • Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Actions


  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (6d10 + 7) piercing damage plus (3d6)fire damage. If the target is a creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the remorhaz can't bite another target
  • Swallow. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Large Construct, Lawful Evil
  • Hit Points:


    210 (20d10+100)
  • Armor Class:


    19
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR14 (11,500 XP)

Retriever

Large Construct, Lawful Evil
  • Armor Class 19
  • Hit Points 210 (20d10+100)
  • Speed 40 ft., climb 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
4 (-3)
  • Saving Throws Dex +8, Con +10, Wis +5
  • Skills Perception +5, Stealth +8
  • Damage Immunities Necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses Blindsight 30ft., darkvision 60ft., passive Perception 15
  • Languages Abyssal, Elvish, and Undercommon but can’t speak
  • Challenge CR14 (11,500 XP)
  • Faultless Tracker. The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.
  • Innate Spellcasting. The retriever’s innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.3/day each: plane shift (only self and up to one incapacitated creature, which is considered willing for the spell), web

Actions


  • Multiattack. The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.
  • Foreleg. Melee Weapon: +11 to hit, reach 10 ft., One target. Hit: (2d8+6) Slashing damage.
  • Forcebeam. The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Beam (Recharge 5–6). The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever’s move and walk or climb with it at full speed.
Medium undead, neutral
  • Hit Points:


    136 (16d8 + 64)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Revenant

Medium undead, neutral
  • Armor Class 13 (leather armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
  • Saving Throws Str +7, Con +7, Wis +6, Cha +7
  • Damage Resistance necrotic, psychic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge CR5 (1,800 XP)
  • Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
  • Turn Immunity. The revenant is immune to effects that turn undead.
  • Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Actions


  • Multiattack. The revenant makes two fist attacks.
  • Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14, 4d6, bludgeoning damage. Instead of dealing damage, the revenant can grapple the target, escape DC 14, provided the target is Large or smaller
  • Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
Large beast, unaligned
  • Hit Points:


    45 (6d10 + 12)
  • Armor Class:


    11 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Rhinoceros

Large beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.
STR
21 (+5)
DEX
8 (-1)
CON
15 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Senses passive Perception 11
  • Challenge CR2 (450 XP)
  • Charge. If the rhinoceros moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Actions


  • Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 5) bludgeoning damage.
Large beast, unaligned
  • Hit Points:


    13 (2d10 + 2)
  • Armor Class:


    10
  • Speed:


    60 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Riding Horse

Large beast, unaligned
  • Armor Class 10
  • Hit Points 13 (2d10 + 2)
  • Speed 60 ft.
STR
16 (+3)
DEX
10 (+0)
CON
12 (+1)
INT
2 (-4)
WIS
11 (+0)
CHA
7 (-2)
  • Senses passive Perception 10
  • Challenge CR1/4 (50 XP)

Actions


  • Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.
Roc
Gargantuan monstrosity, unaligned
  • Hit Points:


    248 (16d20 + 80)
  • Armor Class:


    15 (natural armor)
  • Speed:


    20 ft., fly 120 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Roc

Gargantuan monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 248 (16d20 + 80)
  • Speed 20 ft., fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
10 (+0)
CHA
9 (-1)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +3
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge CR11 (7,200 XP)
  • Keen Sight. The roc has advantage on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The roc makes two attacks: one with its beak and one with its talons.
  • Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: (4d8 + 9) piercing damage.
  • Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: (4d6 + 9) slashing damage. The target is grappled, escape dc 19 Until this grapple ends, the target is restrained, and the roc can't use its talons on another target
Large monstrosity, neutral evil
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    20 (natural armor)
  • Speed:


    10 ft., climb 10 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Roper

Large monstrosity, neutral evil
  • Armor Class 20 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 10 ft., climb 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
16 (+3)
CHA
6 (-2)
  • Skills Perception +6, Stealth +5
  • Senses darkvision 60 ft., passive Perception 16
  • Challenge CR5 (1,800 XP)
  • False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
  • Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
  • Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d8 + 4) piercing damage.
  • Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled, escape dc 15 Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target
  • Reel. The roper pulls each creature grappled by it up to 25 ft. straight toward it.
Large Giant, Chaotic Evil
  • Hit Points:


    138 (12d10+72)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Rot Troll

Large Giant, Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d10+72)
  • Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
22 (+6)
INT
5 (-3)
WIS
8 (-1)
CHA
4 (-3)
  • Skills Perception +3
  • Damage Immunities Necrotic
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Giant
  • Challenge CR9 (5,000 XP)
  • Rancid Degeneration. At the end of each of the troll’s turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.

Actions


  • Multiattack. The troll makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage plus (3d10)necrotic damage.
  • Claws. Melee Weapon: +8 to hit, reach 5 ft., One creature. Hit: (2d6+4) Slashing damage plus (1d10)necrotic damage.
Large beast, unaligned
  • Hit Points:


    15 (2d10 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Rothe

Large beast, unaligned
  • Armor Class 10
  • Hit Points 15 (2d10 + 4)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Charge. If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Actions


  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Large construct, unaligned
  • Hit Points:


    33 (6d10)
  • Armor Class:


    12
  • Speed:


    10 ft.
  • Challenge Rating:


    CR2 (450 XP)

Rug of Smothering

Large construct, unaligned
  • Armor Class 12
  • Hit Points 33 (6d10)
  • Speed 10 ft.
STR
17 (+3)
DEX
14 (+2)
CON
10 (+0)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
  • Challenge CR2 (450 XP)
  • Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
  • Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
  • False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug.

Actions


  • Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. bludgeoning damage On Hit: The creature is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, Blinded, and at risk of Suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.
Medium monstrosity, unaligned
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Rust Monster

Medium monstrosity, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 40 ft.
STR
13 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
13 (+1)
CHA
6 (-2)
  • Senses darkvision 60 ft., passive Perception 11
  • Challenge CR1/2 (100 XP)
  • Iron Scent. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
  • Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.

    If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
Medium Fiend (Demon), Chaotic Evil
  • Hit Points:


    37 (5d8+15)
  • Armor Class:


    12
  • Speed:


    20 ft.
  • Challenge Rating:


    CR2 (450 XP)

Rutterkin

Medium Fiend (Demon), Chaotic Evil
  • Armor Class 12
  • Hit Points 37 (5d8+15)
  • Speed 20 ft.
STR
14 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison
  • Condition Immunities Charmed, frightened, poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Understands Abyssal but can’t speak
  • Challenge CR2 (450 XP)
  • Crippling Fear. When a creature that isn’t a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened of the rutterkins for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success.

Actions


  • Bite. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (3d6+2) Piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell.
Large beast, unaligned
  • Hit Points:


    52 (7d10 + 14)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Saber-Toothed Tiger

Large beast, unaligned
  • Armor Class 12
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Challenge CR2 (450 XP)
  • Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
Large Construct, As the eidolon’s alignment
  • Hit Points:


    95 (10d10+4)
  • Armor Class:


    19 (natural armor)
  • Speed:


    25 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Sacred Statue

Large Construct, As the eidolon’s alignment
  • Armor Class 19 (natural armor)
  • Hit Points 95 (10d10+4)
  • Speed 25 ft.
STR
19 (+4)
DEX
8 (-1)
CON
19 (+4)
INT
14 (+2)
WIS
19 (+4)
CHA
16 (+3)
  • Saving Throws Wis +8
  • Damage Resistance Acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Cold, necrotic, poison
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages The languages the eidolon knew in life
  • Challenge CR12 (8,400 XP)
  • False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.
  • Ghostly Inhabitant. The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.
  • Inert. When not inhabited by an eidolon, the statue is an object.

Actions


  • Multiattack. The statue makes two slam attacks.
  • Slam. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (6d12+4) Bludgeoning damage.
  • Rock. Ranged Weapon: +8 to hit, reach 60/240 ft., One target. Hit: (6d10+4) Bludgeoning damage.
Medium humanoid (sahuagin), lawful evil
  • Hit Points:


    22 (4d8 + 4)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft., swim 40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Sahuagin

Medium humanoid (sahuagin), lawful evil
  • Armor Class 12 (natural armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
13 (+1)
CHA
9 (-1)
  • Skills Perception +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Sahuagin
  • Challenge CR1/2 (100 XP)
  • Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
  • Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.

Actions


  • Multiattack. The sahuagin makes two melee attacks, one with its bite and one with its claws or spear.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) slashing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Large humanoid (sahuagin), lawful evil
  • Hit Points:


    76 (9d10 + 27)
  • Armor Class:


    16 (breastplate)
  • Speed:


    30 ft., swim 50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Sahuagin Baron

Large humanoid (sahuagin), lawful evil
  • Armor Class 16 (breastplate)
  • Hit Points 76 (9d10 + 27)
  • Speed 30 ft., swim 50 ft.
STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
  • Saving Throws Dex +5, Con +6, Int +5, Wis +4
  • Skills Perception +7
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Sahuagin
  • Challenge CR5 (1,800 XP)
  • Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Limited Amphibiousness. The sahuagin can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
  • Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.

Actions


  • Multiattack. The sahuagin makes three attacks, one with his bite and two with his claws or trident.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d4 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Trident (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
  • Trident (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage.
  • Trident (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage.
Medium humanoid (sahuagin), lawful evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    12 (natural armor)
  • Speed:


    30 ft., swim 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Sahuagin Priestess

Medium humanoid (sahuagin), lawful evil
  • Armor Class 12 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., swim 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
  • Skills Perception +6, Religion +3
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Sahuagin
  • Challenge CR2 (450 XP)
  • Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Limited Amphibiousness. The sahuagin can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
  • Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
  • Spellcasting. The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:

    • Cantrips (at will): guidance, thaumaturgy
    • 1st level (4 slots): bless, detect magic, guiding bolt
    • 2nd level (3 slots): hold person, spiritual weapon (trident)
    • 3rd level (3 slots): mass healing word, tongues

Actions


  • Multiattack. The sahuagin makes two attacks: one with her bite and one with her claws.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) slashing damage.
  • Spiritual Weapon (Trident). Melee Spell Attack: +4 to hit, reach 60 ft., one target. Hit: (1d8 + 2) force damage. The sahuagin, as a bonus action, creates a floating, spectral weapon within 60 feet that lasts for one minute or until the sahuagin casts this spell again. When the sahuagin casts the spell, it can make a melee spell attack against a creature within 5 feet of the weapon. As a bonus action on the sahuagin's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it
  • Guiding Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one target. Hit: (4d6) radiant damage. A flash of light streaks toward a creature. On a hit, the next attack roll made against the target before the end of the sahuagin's next turn has advantage, thanks to the mystical dim light glittering on the target until then
Large elemental, neutral evil
  • Hit Points:


    90 (12d10 + 24)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Salamander

Large elemental, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
  • Vulnerabilities cold
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge CR5 (1,800 XP)
  • Heated Body. A creature that touches the salamander or hits it with a melee attack while within 5 ft. of it takes 7 (2d6) fire damage.
  • Heated Weapons. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).

Actions


  • Multiattack. The salamander makes two attacks: one with its spear and one with its tail.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) piercing damage plus (1d6)fire damage.
  • Spear (Ranged). Ranged Weapon Attack: +7 to hit, reach 20/60 ft., one target. Hit: (2d6 + 4) piercing damage plus (1d6)fire damage.
  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage plus (2d6)fire damage. The target is grappled, escape dc 14 Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets
Medium fey, chaotic neutral
  • Hit Points:


    31 (7d8)
  • Armor Class:


    14 (leather armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Satyr

Medium fey, chaotic neutral
  • Armor Class 14 (leather armor)
  • Hit Points 31 (7d8)
  • Speed 40 ft.
STR
12 (+1)
DEX
16 (+3)
CON
11 (+0)
INT
12 (+1)
WIS
10 (+0)
CHA
14 (+2)
  • Skills Perception +2, Performance +6, Stealth +5
  • Senses passive Perception 12
  • Languages Common, Elvish, Sylvan
  • Challenge CR1/2 (100 XP)
  • Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects.

Actions


  • Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) bludgeoning damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Panpipes (Variant). The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creatures that can’t be charmed are unaffected.

    An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.

    Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.

    Frightening Strain. The creature is frightened for 1 minute.

    Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
Medium construct, chaotic evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    11
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Scarecrow

Medium construct, chaotic evil
  • Armor Class 11
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
13 (+1)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
13 (+1)
  • Vulnerabilities fire
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge CR1 (200 XP)
  • False Appearance. While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.

Actions


  • Multiattack. The scarecrow makes two claw attacks.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow’s next turn
  • Terrifying Glare. The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow’s next turn. The frightened target is paralyzed.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    11 (natural armor)
  • Speed:


    10 ft.
  • Challenge Rating:


    CR0 (10 XP)

Scorpion

Tiny beast, unaligned
  • Armor Class 11 (natural armor)
  • Hit Points 1 (1d4 - 1)
  • Speed 10 ft.
STR
2 (-4)
DEX
11 (+0)
CON
8 (-1)
INT
1 (-5)
WIS
8 (-1)
CHA
2 (-4)
  • Senses blindsight 10 ft., passive Perception 9
  • Challenge CR0 (10 XP)

Actions


  • Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: (1) piercing damage plus (1d8)poison damage. The target must make a DC 9 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Medium humanoid (any race), any alignment
  • Hit Points:


    16 (3d8 + 3)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Scout

Medium humanoid (any race), any alignment
  • Armor Class 13 (leather armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions


  • Multiattack. The scout makes two melee attacks or two ranged attacks.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium fey, chaotic evil
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Sea Hag

Medium fey, chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., swim 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Aquan, Common, Giant
  • Challenge CR2 (450 XP)
  • Amphibious. The hag can breathe air and water.
  • Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
  • Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: • 1st level (4 slots): identify, ray of sickness • 2nd level (3 slots): hold person, locate object • 3rd level (3 slots): bestow curse, counterspell, lightning bolt • 4th level (3 slots): phantasmal killer, polymorph • 5th level (2 slots): contact other plane, scrying • 6th level (1 slot): eye bite For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The sea hag's spell save DC is 13, and the spell attack bonus is +5 for these spells.

Actions


  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
  • Death Glare. The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
  • Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    11
  • Speed:


    0 ft., swim 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Sea Horse

Tiny beast, unaligned
  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 0 ft., swim 20 ft.
STR
1 (-5)
DEX
12 (+1)
CON
8 (-1)
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
  • Senses passive Perception 10
  • Challenge CR0 (10 XP)
  • Water Breathing. The sea horse can breathe only underwater.

Actions


Medium humanoid, neutral evil
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (natural armor)
  • Speed:


    20 ft., swim 30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Sea Spawn

Medium humanoid, neutral evil
  • Armor Class 11 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 20 ft., swim 30 ft.
STR
15 (+2)
DEX
8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands Aquan and Common but can’t speak
  • Challenge CR1 (200 XP)
  • Limited Amphibiousness. The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.

Actions


  • Multiattack. The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.
  • Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
  • Piscine Anatomy. The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d6) poison damage. The target must succeed on a dc 12 constitution saving throw or be poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (1d6 + 2) bludgeoning damage. The target is grappled, escape dc 12, if it is a medium or smaller creature Until this grapple ends, the sea spawn can’t use this tentacle on another target
Medium undead, chaotic evil
  • Hit Points:


    16 (3d8 + 3)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Shadow

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Stealth +4 (+6 in dim light or darkness)
  • Vulnerabilities radiant
  • Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Challenge CR1/2 (100 XP)
  • Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
  • Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions


  • Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d6 + 2) necrotic damage. The target's strength score is reduced by 1d4 The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

    If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later
Medium Humanoid (Elf), Neutral
  • Hit Points:


    71 (13d8+13)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Shadow Dancer

Medium Humanoid (Elf), Neutral
  • Armor Class 15 (studded leather)
  • Hit Points 71 (13d8+13)
  • Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
  • Saving Throws Dex +6, Cha +4
  • Skills Stealth +6
  • Damage Resistance Necrotic
  • Condition Immunities Charmed, exhaustion
  • Senses Darkvision 60 ft. , passive Perception 11
  • Languages Common, Elvish
  • Challenge CR7 (2,900 XP)
  • Fey Ancestry. The shadow dancer has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Shadow Jump. As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.

Actions


  • Multiattack. The shadow dancer makes three spiked chain attacks.
  • Spiked Chain. Melee Weapon: +6 to hit, reach 10 ft., One target. Hit: (2d6+3) Piercing damage. Hit: The target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice: The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can’t grapple another target. The target is knocked prone. The target takes 22 (4d10) necrotic damage.
Medium fiend (demon), chaotic evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    13
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Shadow Demon

Medium fiend (demon), chaotic evil
  • Armor Class 13
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 30 ft.
STR
1 (-5)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
13 (+1)
CHA
14 (+2)
  • Saving Throws Dex +5, Cha +4
  • Skills Stealth +7
  • Vulnerabilities radiant
  • Damage Resistance acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR4 (1,100 XP)
  • Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions


  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (2d6 + 3) psychic damage.
  • Claws (If Attacking At Advantage). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (4d6 + 3) psychic damage.
Large dragon, chaotic evil
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Shadow Dragon (Template)

Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +8
  • Damage Resistance necrotic
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge CR13 (10,000 XP)

Actions


Medium monstrosity, neutral evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Shadow Mastiff

Medium monstrosity, neutral evil
  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
5 (-3)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3, Stealth +6
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge CR2 (450 XP)
  • Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
  • Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
  • Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Medium monstrosity, neutral evil
  • Hit Points:


    54 (6d8 + 6)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Shadow Mastiff Alpha

Medium monstrosity, neutral evil
  • Armor Class 12
  • Hit Points 54 (6d8 + 6)
  • Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
  • Skills Perception +3, Stealth +6
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks while in dim light or darkness
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge CR2 (450 XP)
  • Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
  • Keen Hearing and Smell. The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Shadow Blend. While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.
  • Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
  • Terrifying Howl. The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff’s Terrifying Howl for the next 24 hours.
Large plant, unaligned
  • Hit Points:


    136 (16d10 + 48)
  • Armor Class:


    15 (natural armor)
  • Speed:


    20 ft., swim 20 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Shambling Mound

Large plant, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 20 ft., swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
  • Skills Stealth +2
  • Damage Resistance cold, fire
  • Damage Immunities lightning
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Challenge CR5 (1,800 XP)
  • Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Actions


  • Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled, escape DC 14, and the shambling mound uses its Engulf on it.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
  • Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
Large construct, unaligned
  • Hit Points:


    142 (15d10 + 60)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Shield Guardian

Large construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
18 (+4)
INT
7 (-2)
WIS
10 (+0)
CHA
3 (-4)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages understands commands given in any language but can't speak
  • Challenge CR7 (2,900 XP)
  • Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
  • Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit. point.
  • Spell Storing. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.

Actions


  • Multiattack. The guardian makes two fist attacks.
  • Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.

Reactions


  • Shield. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
Large fiend (demon), Chaotic Evil
  • Hit Points:


    110 (13d10 + 39)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Shoosuva

Large fiend (demon), Chaotic Evil
  • Armor Class 14 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
9 (-1)
  • Saving Throws Dex +4, Con +6, Wis +5
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Gnoll, telepathy 120 ft.
  • Challenge CR8 (3,900 XP)
  • Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.

Actions


  • Multiattack. The shoosuva makes two attacks: one with its bite and one with its tail stinger.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d10 + 4) piercing damage.
  • Tail Stinger. Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. Hit: (2d8 + 4) piercing damage. The target must succeed on a dc 14 constitution saving throw or become poisoned While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium plant, unaligned
  • Hit Points:


    13 (3d8)
  • Armor Class:


    5
  • Speed:


    0 ft.
  • Challenge Rating:


    CR0 (10 XP)

Shrieker

Medium plant, unaligned
  • Armor Class 5
  • Hit Points 13 (3d8)
  • Speed 0 ft.
STR
1 (-5)
DEX
1 (-5)
CON
10 (+0)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
  • Condition Immunities blinded, deafened, frightened
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Challenge CR0 (10 XP)
  • False Appearance. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.

Actions


  • Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    150 (12d12+72)
  • Armor Class:


    19 (natural armor)
  • Speed:


    0 ft., fly 20 ft. (hover)
  • Challenge Rating:


    CR18 (20,000 XP)

Sibriex

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 19 (natural armor)
  • Hit Points 150 (12d12+72)
  • Speed 0 ft., fly 20 ft. (hover)
STR
10 (+0)
DEX
3 (-4)
CON
23 (+6)
INT
25 (+7)
WIS
24 (+7)
CHA
25 (+7)
  • Saving Throws Int +13, Cha +13
  • Skills Arcana +13, History +13, Perception +13
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Truesight 120 ft., passive Perception 23
  • Languages All, telepathy 120 ft.
  • Challenge CR18 (20,000 XP)
  • Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren’t creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours.
  • Innate Spellcasting. The sibriex’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:At will: charm person, command, dispel magic, hold monster3/day: feeblemind
  • Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The sibriex has advantage on saving throws against spells and other magical effects.
  • Flesh Warping (Variant). Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex’s Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.

Actions


  • Multiattack. The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.
  • Chain. Melee Weapon: +6 to hit, reach 15 ft., One target. Hit: (2d12+7) Piercing damage.
  • Bite. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d8) Piercing damage plus (2d8)Acid damage.
  • Squirt Bile. The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage
  • Warp Creature. The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex’s control. The transformation of the body can be undone only by a wish spell.

Legendary Actions


Sibriex can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sibriex regains spent legendary actions at the start of their turn.
  • Cast a Spell.The sibriex casts a spell.
  • Spray Bile.The sibriex uses Squirt Bile.
  • Warp (Costs 2 Actions).The sibriex uses Warp Creature.
Medium dragon, lawful good
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR2 (450 XP)

Silver Dragon Wyrmling

Medium dragon, lawful good
  • Armor Class 17 (natural armor)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft., fly 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +2, Con +5, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2
  • Damage Immunities cold
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (cold breath or paralyzing breath)
  • Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium undead, lawful evil
  • Hit Points:


    13 (2d8 + 4)
  • Armor Class:


    13 (armor scraps)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Skeleton

Medium undead, lawful evil
  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
  • Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge CR1/4 (50 XP)

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium Humanoid (skulk), Chaotic Neutral
  • Hit Points:


    18 (4d8)
  • Armor Class:


    14
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Skulk

Medium Humanoid (skulk), Chaotic Neutral
  • Armor Class 14
  • Hit Points 18 (4d8)
  • Speed 30 ft.
STR
6 (-2)
DEX
19 (+4)
CON
10 (+0)
INT
10 (+0)
WIS
7 (-2)
CHA
1 (-5)
  • Saving Throws Con +2
  • Skills Stealth +8
  • Damage Immunities Radiant
  • Condition Immunities Blinded
  • Senses Darkvision 120 ft. , passive Perception 8
  • Languages Understands Common but can't speak
  • Challenge CR1/2 (100 XP)
  • Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.Humanoid children, aged 10 and under, can see through this invisibility.
  • Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed.

Actions


  • Claws. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d4+4) Slashing damage plus (2d6)Necrotic damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.
Medium undead, lawful evil
  • Hit Points:


    105 (14d8+42)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Skull Lord

Medium undead, lawful evil
  • Armor Class 18 (plate)
  • Hit Points 105 (14d8+42)
  • Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+5)
  • Skills Athletics +7, History +8, Perception +12, Stealth +8
  • Damage Resistance cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
  • Senses darkvision 60 ft. , passive Perception 22
  • Languages the languages it knew in life
  • Challenge CR15 (13,000 XP)
  • Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.
  • Master of the Grave. While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.
  • Evasion. If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Spellcasting. The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp1st level (4 slots): magic missile, expeditious retreat, thunderwave2nd level (3 slots): mirror image, scorching ray3rd level (3 slots): fear, haste4th level (3 slots): dimension door, ice storm5th level (2 slots): cloudkill, cone of cold6th level (1 slot): eyebite7th level (1 slot): finger of death

Actions


  • Multiattack. The skull lord makes three bone staff attacks.
  • Bone Staff. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d8+3) Bludgeoning damage plus (4d6)Necrotic damage.

Legendary Actions


Skull Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Skull Lord regains spent legendary actions at the start of their turn.
  • Bone Staff (Costs 2 Actions).The skull lord makes a bone staff attack.
  • Cantrip.The skull lord casts a cantrip.
  • Move.The skull lord moves up to its speed without provoking opportunity attacks.
  • Summon Undead (Costs 3 Actions).Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.
Tiny aberration, chaotic neutral
  • Hit Points:


    10 (4d4)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Slaad Tadpole

Tiny aberration, chaotic neutral
  • Armor Class 12
  • Hit Points 10 (4d4)
  • Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
3 (-4)
WIS
5 (-3)
CHA
3 (-4)
  • Skills Stealth +4
  • Damage Resistance acid, cold, fire, lightning, thunder
  • Senses darkvision 60 ft., passive Perception 7
  • Languages understands Slaad but can't speak
  • Challenge CR1/8 (25 XP)
  • Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Medium ooze, chaotic evil
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    14
  • Speed:


    30 ft., climb 30 ft., swim 30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Slithering Tracker

Medium ooze, chaotic evil
  • Armor Class 14
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., climb 30 ft., swim 30 ft.
STR
16 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Stealth +8
  • Vulnerabilities cold, fire
  • Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
  • Senses blindsight 120 ft., passive Perception 12
  • Languages understands languages it knew in its previous form but can’t speak
  • Challenge CR3 (700 XP)
  • Ambusher. In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
  • Damage Transfer. While grappling a creature, the slithering tracker takes only half the damage dealt to it, and the creature it is grappling takes the other half.
  • False Appearance. While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
  • Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.
  • Liquid Form. The slithering tracker can enter an enemy’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
  • Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Watery Stealth. While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.

Actions


  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) bludgeoning damage.
  • Life Leech. One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled, escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.
Small elemental, neutral evil
  • Hit Points:


    22 (5d6 + 5)
  • Armor Class:


    12
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Smoke Mephit

Small elemental, neutral evil
  • Armor Class 12
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft., fly 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Perception +2, Stealth +4
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Auran, Ignan
  • Challenge CR1/4 (50 XP)
  • Death Burst. When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.
  • Innate Spellcasting (1/Day). The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) slashing damage.
  • Cinder Breath (Recharge 6). The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit’s next turn.
  • Variant: Summon Mephits (1/Day). Some mephits can have an action option that allows them to summon other mephits. The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large celestial, lawful good
  • Hit Points:


    243 (18d10 + 144)
  • Armor Class:


    21 (natural armor)
  • Speed:


    50 ft., fly 150 ft.
  • Challenge Rating:


    CR21 (33,000 XP)

Solar

Large celestial, lawful good
  • Armor Class 21 (natural armor)
  • Hit Points 243 (18d10 + 144)
  • Speed 50 ft., fly 150 ft.
STR
26 (+8)
DEX
22 (+6)
CON
26 (+8)
INT
25 (+7)
WIS
25 (+7)
CHA
30 (+10)
  • Saving Throws Int +14, Wis +14, Cha +17
  • Skills Perception +14
  • Damage Resistance radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 24
  • Languages all, telepathy 120 ft.
  • Challenge CR21 (33,000 XP)
  • Angelic Weapons. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
  • Divine Awareness. The solar knows if it hears a lie.
  • Innate Spellcasting. The solar's spell casting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

    • At will: detect evil and good, invisibility (self only)
    • 3/day each: blade barrier, dispel evil and good, resurrection
    • 1/day each: commune, control weather
  • Magic Resistance. The solar has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The solar makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (4d6 + 8) slashing damage plus (6d8)radiant damage.
  • Slaying Longbow. Ranged Weapon Attack: +13 to hit, reach 150/600 ft., one target. Hit: (2d8 + 6) piercing damage plus (6d8)radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die
  • Flying Sword. The solar releases its greatsword to hover magically in an unoccupied space within 5 ft. of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 ft. and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
  • Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions


Solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Solar regains spent legendary actions at the start of their turn.
  • Teleport.The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
  • Searing Burst (Costs 2 Actions).The solar emits magical, divine energy. Each creature of its choice in a 10 -foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
  • Blinding Gaze (Costs 3 Actions).The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Medium Humanoid (Elf), Neutral
  • Hit Points:


    123 (19d8+38)
  • Armor Class:


    15 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Soul Monger

Medium Humanoid (Elf), Neutral
  • Armor Class 15 (studded leather)
  • Hit Points 123 (19d8+38)
  • Speed 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
16 (+2)
CHA
13 (+1)
  • Saving Throws Dex +7, Wis +7, Cha +5
  • Skills Perception +7
  • Damage Immunities Necrotic, psychic
  • Condition Immunities Charmed, exhaustion, frightened
  • Senses Darkvision 60 ft. , passive Perception 11
  • Languages Common, Elvish
  • Challenge CR11 (7,200 XP)
  • Fey Ancestry. The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: chill touch (3d8 damage), poison spray (3d12 damage)1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming
  • Magic Resistance. The soul monger has advantage on saving throws against spells and other magical effects.
  • Soul Thirst. When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature’s hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.
  • Weight of Ages. Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions


  • Multiattack. The soul monger makes two phantasmal dagger attacks.
  • Phantasmal Dagger. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (4d4+3) Piercing damage plus (3d12)Necrotic damage. Hit: The target has disadvantage on saving throws until the start of the soul monger’s next turn.
  • Wave of Weariness (Recharge 4-6). The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.
Medium undead, chaotic evil
  • Hit Points:


    76 (9d8 + 36)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Spawn of Kyuss

Medium undead, chaotic evil
  • Armor Class 10
  • Hit Points 76 (9d8 + 36)
  • Speed 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
18 (+4)
INT
5 (-3)
WIS
7 (-2)
CHA
3 (-4)
  • Saving Throws Wis +1
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages it knew in life but can’t speak
  • Challenge CR5 (1,800 XP)
  • Regeneration. The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn’t function at the start of the spawn’s next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Worms. If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.

Actions


  • Multiattack. The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.
  • Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (−4) in every ability score, and a speed of 1 foot. While on the target’s skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target’s skin at the end of the target’s next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage plus (2d6)necrotic damage.
Medium aberration, lawful neutral
  • Hit Points:


    39 (6d8 + 12)
  • Armor Class:


    14 (natural armor)
  • Speed:


    0 ft., fly 30 ft. (hover)
  • Challenge Rating:


    CR3 (700 XP)

Spectator

Medium aberration, lawful neutral
  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 0 ft., fly 30 ft. (hover)
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
  • Skills Perception +6
  • Condition Immunities prone
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge CR3 (700 XP)

Actions


  • Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d6 - 1) piercing damage.
  • Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
  • 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
  • 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
  • 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
  • Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours.

Reactions


  • Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Medium undead, chaotic evil
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12
  • Speed:


    0 ft., fly 50 ft. (hover)
  • Challenge Rating:


    CR1 (200 XP)

Specter

Medium undead, chaotic evil
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 50 ft. (hover)
STR
1 (-5)
DEX
14 (+2)
CON
11 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands all languages it knew in life but can't speak
  • Challenge CR1 (200 XP)
  • Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    12
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Spider

Tiny beast, unaligned
  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20 ft., climb 20 ft.
STR
2 (-4)
DEX
14 (+2)
CON
8 (-1)
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
  • Skills Stealth +4
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge CR0 (10 XP)
  • Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Walker. The spider ignores movement restrictions caused by webbing.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1) piercing damage plus (1d4)poison damage. The target must make a DC 9 Constitution saving throw, taking the poison damage on a failed save.
Small fiend (devil), lawful evil
  • Hit Points:


    22 (5d6 + 5)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., fly 40 ft.
  • Challenge Rating:


    CR2 (450 XP)

Spined Devil

Small fiend (devil), lawful evil
  • Armor Class 13 (natural armor)
  • Hit Points 22 (5d6 + 5)
  • Speed 20 ft., fly 40 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Infernal, telepathy 120 ft.
  • Challenge CR2 (450 XP)
  • Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  • Flyby. The devil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
  • Limited Spines. The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.
  • Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.
  • Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (2d4) slashing damage.
  • Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6) piercing damage.
  • Tail Spine. Ranged Weapon Attack: +4 to hit, reach 20/80 ft., one target. Hit: (1d4 + 2) piercing damage plus (1d6)fire damage.
Large monstrosity, chaotic evil
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Spirit Naga

Large monstrosity, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 40 ft.
STR
18 (+4)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
15 (+2)
CHA
16 (+3)
  • Saving Throws Dex +6, Con +5, Wis +5, Cha +6
  • Damage Immunities Poison
  • Condition Immunities Charmed, Poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge CR8 (3,900 XP)
  • Rejuvenation. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.
  • Spellcasting. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, ray of frost • 1st level (4 slots): charm person, detect magic, sleep • 2nd level (3 slots): detect thoughts, hold person • 3rd level (3 slots): lightning bolt, water breathing • 4th level (3 slots): blight, dimension door • 5th level (2 slots): dominate person

Actions


  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: (1d6 + 4) piercing damage plus (7d8)poison damage. The target must make a DC 13 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
  • Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. A frigid beam of blue-white light streaks toward a creature within range. On a hit its speed is reduced by 10 feet until the start of the casters' next turn.
Large Giant, Chaotic Evil
  • Hit Points:


    97 (15d10+15)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Spirit Troll

Large Giant, Chaotic Evil
  • Armor Class 17 (natural armor)
  • Hit Points 97 (15d10+15)
  • Speed 30 ft.
STR
1 (-5)
DEX
17 (+3)
CON
13 (+1)
INT
8 (-1)
WIS
9 (-1)
CHA
16 (+3)
  • Skills Perception +3
  • Damage Resistance Acid, cold, fire, lightning, thunder
  • Damage Immunities Bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Giant
  • Challenge CR11 (7,200 XP)
  • Incorporeal Movement. The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. The troll makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (3d10+3) Psychic damage. and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Claws. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (2d10+3) Psychic damage.
Medium plant, unaligned
  • Hit Points:


    4
  • Armor Class:


    10
  • Speed:


    20 ft.
  • Challenge Rating:


    CR0 (10 XP)

Spore Servant (template)

Medium plant, unaligned
  • Armor Class 10
  • Hit Points 4
  • Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
2 (-4)
WIS
6 (-2)
CHA
1 (-5)
  • Condition Immunities Blinded, Charmed, Frightened, Paralyzed
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 8
  • Languages none (responds to orders given to it by myconids using rapport spores)
  • Challenge CR0 (10 XP)

Actions


  • Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) bludgeoning damage.
Medium Fey (Elf), Chaotic Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Spring Eladrin

Medium Fey (Elf), Chaotic Neutral
  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
11 (+0)
CHA
18 (+4)
  • Skills Deception +8, Persuasion +8
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Common, Elvish, Sylvan
  • Challenge CR10 (5,900 XP)
  • Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
  • Innate Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: charm person, Tasha’s hideous laughter3/day each: confusion, enthrall, suggestion1/day each: hallucinatory terrain, Otto’s irresistible dance
  • Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 24 hours.Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.
  • Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
  • Longsword (One-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+2) Slashing damage plus (1d8)Psychic damage.
  • Longsword (Two-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d10+2) Slashing damage plus (1d8)Psychic damage.
  • Longbow. Ranged Weapon: +7 to hit, reach 150/600 ft., One target. Hit: (1d8+3) Piercing damage plus (1d8)Psychic damage.
Tiny fey, neutral good
  • Hit Points:


    2 (1d4)
  • Armor Class:


    15 (leather armor)
  • Speed:


    10 ft., fly 40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Sprite

Tiny fey, neutral good
  • Armor Class 15 (leather armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
STR
3 (-4)
DEX
18 (+4)
CON
10 (+0)
INT
14 (+2)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge CR1/4 (50 XP)

Actions


  • Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1) slashing damage.
  • Shortbow. Ranged Weapon Attack: +6 to hit, reach 40/160 ft., one target. Hit: (1d1) piercing damage. The target must succeed on a DC 10 constitution saving throw or become poisoned for 1 minute If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake
  • Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
  • Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends, as if concentrating on a spell. Any equipment the sprite wears or carries is invisible with it.
Spy
Medium humanoid (any race), any alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy

Medium humanoid (any race), any alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy of Dispater

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
  • Infernal Insight (Recharges after a Short or Long Rest). As a bonus action, the spy gains advantage on all ability checks and attack rolls it makes until the end of the current turn.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
  • Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.

Reactions


  • Vexing Escape (1/Day, Leader Variant). As a reaction when the spy takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy of Fierna

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
  • Infernal Loyalty. The spy has advantage on saving throws while it can see a creature within 30 feet of it that has the Loyalty beyond Death trait.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
  • Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.

Reactions


  • Loyalty Beyond Death (Recharges after a Short or Long Rest, Leader Variant). As a reaction when an ally the spy can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains 19 temporary hit points (equal to the spy’s Charisma score + half its number of Hit Dice).
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy of Glasya

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the spy, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
  • Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.

Reactions


  • Infernal Ring Leader (Leader Variant). As a reaction when the spy is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy of Levistus

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
  • Path of Levistus. The spy magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the spy’s hit points. This ability can be invoked as an action by the spy or when the spy would die. Once the spy uses it, the spy can’t use it again.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
  • Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    27 (6d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Spy of Mammon

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12
  • Hit Points 27 (6d8)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight Of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Any two languages
  • Challenge CR1 (200 XP)
  • Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack. The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the spy makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the spy succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the spy chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the spy’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Multiattack. The spy makes two melee attacks.
  • Shortsword. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Piercing damage.
  • Hand Crossbow. Ranged Weapon: +4 to hit, reach 30/120 ft., One target. Hit: (1d6+2) Piercing damage.
Small Aberration, Neutral Evil
  • Hit Points:


    17 (5d6)
  • Armor Class:


    11
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Star Spawn Grue

Small Aberration, Neutral Evil
  • Armor Class 11
  • Hit Points 17 (5d6)
  • Speed 30 ft.
STR
6 (-2)
DEX
13 (+1)
CON
10 (+0)
INT
9 (-1)
WIS
11 (+0)
CHA
6 (-2)
  • Damage Immunities Psychic
  • Senses Darkvision 60 ft. , passive Perception 10
  • Languages Deep Speech
  • Challenge CR1/4 (50 XP)
  • Aura of Madness. Creatures within 20 feet of the grue that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.

Actions


  • Confounding Bite. Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (2d4+1) Piercing damage. Hit: The target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue’s next turn.
Large Aberration, Chaotic Evil
  • Hit Points:


    136 (13d10+65)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Star Spawn Hulk

Large Aberration, Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10+65)
  • Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
21 (+5)
INT
7 (-2)
WIS
12 (+1)
CHA
9 (-1)
  • Saving Throws Dex +3, Wis +5
  • Skills Perception +5
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, frightened
  • Senses Darkvision 60 ft. , passive Perception 15
  • Languages Deep Speech
  • Challenge CR10 (5,900 XP)
  • Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can't be discerned by magic.

Actions


  • Multiattack. The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target’s next turn.
  • Slam. Melee Weapon: +9 to hit, reach 10 ft., One target. Hit: (2d8+5) Bludgeoning damage.
  • Reaping Arms (Recharge 5-6). The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.
Medium Aberration, Chaotic Evil
  • Hit Points:


    168 (16d8+96)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Star Spawn Larva Mage

Medium Aberration, Chaotic Evil
  • Armor Class 16 (natural armor)
  • Hit Points 168 (16d8+96)
  • Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
23 (+6)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Dex +6, Wis +6, Cha +8
  • Skills Perception +6
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Psychic
  • Condition Immunities Charmed, frightened, paralyzed, petrified, poisoned, restrained
  • Senses Darkvision 60 ft. , passive Perception 16
  • Languages Deep Speech
  • Challenge CR16 (15,000 XP)
  • Innate Spellcasting. The larva mage’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion3/day: dominate monster1/day: circle of death
  • Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.

Actions


  • Slam. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (1d8+3) Bludgeoning damage. The target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.
  • Plague of Worms (Recharge 6). Each creature other than a star spawn within 10 feet of the larva mage must succeed on a DC 19 Dexterity saving throw or take 22 (5d8) necrotic damage and be blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage’s turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions


  • Feed on Weakness. When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.

Legendary Actions


Star Spawn Larva Mage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Star Spawn Larva Mage regains spent legendary actions at the start of their turn.
  • Cantrip (Costs 2 Actions).The larva mage casts one cantrip.
  • Slam (Costs 2 Actions).The larva mage makes one slam attack.
  • Feed (Costs 3 Actions. Each creature restrained by the larva mage’s Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.
Medium Aberration, Neutral Evil
  • Hit Points:


    71 (13d8+13)
  • Armor Class:


    14
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Star Spawn Mangler

Medium Aberration, Neutral Evil
  • Armor Class 14
  • Hit Points 71 (13d8+13)
  • Speed 40 ft., climb 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
7 (-2)
  • Saving Throws Dex +7, Con +4
  • Skills Stealth +7
  • Damage Resistance Cold
  • Damage Immunities Psychic
  • Condition Immunities Charmed, frightened, prone
  • Senses Darkvision 60 ft. , passive Perception 11
  • Languages Deep Speech
  • Challenge CR5 (1,800 XP)
  • Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn’t taken a turn yet.
  • Shadow Stealth. While in dim light or darkness, the mangler can take the Hide action as a bonus action.

Actions


  • Multiattack. The mangler makes two claw attacks.
  • Claw. Melee Weapon: +7 to hit, reach 5 ft. , One target. Hit: (1d8+4) Slashing damage plus (2d6)Psychic damage. If the attack has advantage, the target also takes 7 (2d6) psychic damage,
  • Flurry of Claws (Recharge 4-6). The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
Medium Aberration, Neutral Evil
  • Hit Points:


    153 (18d8+72)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Star Spawn Seer

Medium Aberration, Neutral Evil
  • Armor Class 17 (natural armor)
  • Hit Points 153 (18d8+72)
  • Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
18 (+4)
INT
22 (+6)
WIS
19 (+4)
CHA
16 (+3)
  • Saving Throws Dex +6, Int +11, Wis +9, Cha +8
  • Skills Perception +9
  • Damage Resistance Cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Psychic
  • Condition Immunities Charmed, frightened
  • Senses Darkvision 60 ft. , passive Perception 19
  • Languages Common, Deep Speech, Undercommon
  • Challenge CR13 (10,000 XP)
  • Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.

Actions


  • Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice.
  • Comet Staff (One-handed). Melee Weapon: +11 to hit, reach 5 ft., One target. Hit: (1d6+6) Bludgeoning damage plus (4d8)Psychic damage. Hit: The target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.
  • Comet Staff (Two-handed). Melee Weapon: +11 to hit, reach 5 ft., One target. Hit: (1d8+6) Bludgeoning damage plus (4d8)Psychic damage. Hit: The target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.
  • Psychic Orb. Ranged Spell: +11 to hit, reach 120 feet, One target. Hit: (5d10) Psychic damage.
  • Collapse Distance (Recharge 6). The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target’s original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.

Reactions


  • Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.
Small elemental, neutral evil
  • Hit Points:


    21 (6d6)
  • Armor Class:


    10
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Steam Mephit

Small elemental, neutral evil
  • Armor Class 10
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.
STR
5 (-3)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan, Ignan
  • Challenge CR1/4 (50 XP)
  • Death Burst. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 ft. of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
  • Innate Spellcasting (1/Day). The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.

Actions


  • Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: (1d4) slashing damage plus (1d4)fire damage.
  • Steam Breath (Recharge 6). The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
  • Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large Construct, Lawful Evil
  • Hit Points:


    207 (18d10+108)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Steel Predator

Large Construct, Lawful Evil
  • Armor Class 20 (natural armor)
  • Hit Points 207 (18d10+108)
  • Speed 40 ft.
STR
24 (+7)
DEX
17 (+3)
CON
22 (+6)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
  • Skills Perception +7, Stealth +8, Survival +7
  • Damage Resistance Cold, lightning, necrotic, thunder
  • Damage Immunities Poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
  • Senses Blindsight 30ft., darkvision 60ft., passive Perception 17
  • Languages Understands Modron and the language of its owner but can’t speak
  • Challenge CR16 (15,000 XP)
  • Innate Spellcasting. The steel predator’s innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:3/day each: dimension door (self only), plane shift (self only)
  • Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The steel predator’s weapon attacks are magical.

Actions


  • Multiattack. The steel predator makes three attacks: one with its bite and two with its claw.
  • Bite. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (2d6+7) Piercing damage.
  • Claw. Melee Weapon: +12 to hit, reach 5 ft., One target. Hit: (2d8+7) Slashing damage.
  • Stunning Roar (Recharge 5-6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Huge beast, unaligned
  • Hit Points:


    76 (8d12 + 24)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Stegosaurus

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft.
STR
20 (+5)
DEX
9 (-1)
CON
17 (+3)
INT
2 (-4)
WIS
11 (+0)
CHA
5 (-3)
  • Senses passive Perception 10
  • Languages -
  • Challenge CR4 (1,100 XP)

Actions


  • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (6d6 + 5) piercing damage.
Large beast, unaligned
  • Hit Points:


    15 (2d10 + 4)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Stench Kow

Large beast, unaligned
  • Armor Class 10
  • Hit Points 15 (2d10 + 4)
  • Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
2 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Damage Resistance cold, fire, poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Charge. If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
  • Stench. Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.

Actions


  • Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
Tiny beast, unaligned
  • Hit Points:


    2 (1d4)
  • Armor Class:


    14 (natural armor)
  • Speed:


    10 ft., fly 40 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Stirge

Tiny beast, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 40 ft.
STR
4 (-3)
DEX
16 (+3)
CON
11 (+0)
INT
2 (-4)
WIS
8 (-1)
CHA
6 (-2)
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge CR1/8 (25 XP)

Actions


  • Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage. The stirge attaches to the target While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5, 1d4 + 3, hit points due to blood loss.

    The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge
Medium Construct, Lawful Evil
  • Hit Points:


    19 (3d8+4)
  • Armor Class:


    17 (natural armor)
  • Speed:


    10 ft.
  • Challenge Rating:


    CR1 (200 XP)

Stone Cursed

Medium Construct, Lawful Evil
  • Armor Class 17 (natural armor)
  • Hit Points 19 (3d8+4)
  • Speed 10 ft.
STR
16 (+3)
DEX
5 (-3)
CON
13 (+1)
INT
5 (-3)
WIS
8 (-1)
CHA
7 (-2)
  • Damage Vulnerabilities Blugeoning
  • Damage Immunities Poison
  • Condition Immunities Charmed, exhaustion, frightened, petrified, poisoned
  • Senses passive Perception 9
  • Languages The languages it knew in life
  • Challenge CR1 (200 XP)
  • Cunning Opportunist. The stone cursed has advantage on the attack rolls of opportunity attacks.
  • False Appearance. While the stone cursed remains motionless, it is indistinguishable from a normal statue.

Actions


  • Petrifying Claws. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage. Or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.
Medium Construct, Unaligned
  • Hit Points:


    52 (7d8+21)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Stone Defender

Medium Construct, Unaligned
  • Armor Class 16 (natural armor)
  • Hit Points 52 (7d8+21)
  • Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
  • Damage Immunities Poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Condition Immunities Charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Understands one language of its creator but can’t speak
  • Challenge CR4 (1,100 XP)
  • False Appearance. While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.
  • Magic Resistance. The stone defender has advantage on saving throws against spells and other magical effects.

Actions


  • Slam. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d6+4) Bludgeoning damage. and if the target is Large or smaller, it is knocked prone.

Reactions


  • Intercept Attack. In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.
Huge giant, neutral
  • Hit Points:


    126 (11d12 + 55)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Stone Giant

Huge giant, neutral
  • Armor Class 17 (natural armor)
  • Hit Points 126 (11d12 + 55)
  • Speed 40 ft.
STR
23 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
  • Saving Throws Dex +5, Con +8, Wis +4
  • Skills Athletics +12, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Giant
  • Challenge CR7 (2,900 XP)
  • Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions


  • Multiattack. The giant makes two greatclub attacks.
  • Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +9 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone

Reactions


  • Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Huge giant (stone giant), chaotic neutral
  • Hit Points:


    161 (14d12 +70)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Stone Giant Dreamwalker

Huge giant (stone giant), chaotic neutral
  • Armor Class 18 (natural armor)
  • Hit Points 161 (14d12 +70)
  • Speed 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
  • Saving Throws Dex +6, Con +9, Wis +3
  • Skills Athletics +14, Perception +3
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Giant
  • Challenge CR10 (5,900 XP)
  • Dreamwalker’s Charm. An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn’t incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant’s Dreamwalker’s Charm for 24 hours.

Actions


  • Multiattack. The giant makes two attacks with its greatclub.
  • Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
  • Petrifying Touch. The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.
  • Rock. Ranged Weapon Attack: +10 to hit, reach 60/240 ft., one target. Hit: (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone
Large construct, unaligned
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Stone Golem

Large construct, unaligned
  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages of its creator but can’t speak
  • Challenge CR10 (5,900 XP)
  • Immutable Form. The golem is immune to any spell or effect that would alter its form.
  • Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The golem's weapon attacks are magical.

Actions


  • Multiattack. The golem makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage.
  • Slow (Recharge 5-6). The golem targets one or more creatures it can see within 10 ft. of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Huge giant, chaotic good
  • Hit Points:


    230 (20d12 + 100)
  • Armor Class:


    16 (scale mail)
  • Speed:


    50 ft., swim 50 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Storm Giant

Huge giant, chaotic good
  • Armor Class 16 (scale mail)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
  • Saving Throws Str +14, Con +10, Wis +9, Cha +9
  • Skills Arcana +8, Athletics +14, History +8, Perception +9
  • Damage Resistance cold
  • Damage Immunities lightning, thunder
  • Senses passive Perception 19
  • Languages Common, Giant
  • Challenge CR13 (10,000 XP)
  • Amphibious. The giant can breathe air and water.
  • Innate Spellcasting. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

    • At will: detect magic, feather fall, levitate, light
    • 3/day each: control weather, water breathing

Actions


  • Multiattack. The giant makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (6d6 + 9) slashing damage.
  • Rock. Ranged Weapon Attack: +14 to hit, reach 60/240 ft., one target. Hit: (4d12 + 9) bludgeoning damage.
  • Lightning Strike (Recharge 5-6). The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Huge giant (storm giant), chaotic good
  • Hit Points:


    230 (20d12 + 100)
  • Armor Class:


    12
  • Speed:


    50 ft., fly 50 ft. (hover), swim 50 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Storm Giant Quintessent

Huge giant (storm giant), chaotic good
  • Armor Class 12
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., fly 50 ft. (hover), swim 50 ft.
STR
29 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
17 (+3)
WIS
20 (+5)
CHA
19 (+4)
  • Saving Throws Str +14, Con +10, Wis +10, Cha +9
  • Skills Arcana +9, History +8, Perception +10
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, thunder
  • Senses truesight 60 ft., passive Perception 20
  • Languages Common, Giant
  • Challenge CR16 (15,000 XP)
  • Amphibious. The giant can breathe air and water.

Actions


  • Multiattack. The giant makes two Lightning Sword attacks or uses Wind Javelin twice.
  • Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (9d6 + 9) lightning damage.
  • Wind Javelin. The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.

Legendary Actions


Storm Giant Quintessent can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Storm Giant Quintessent regains spent legendary actions at the start of their turn.
  • Gust.The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.
  • Thunderbolt (2 Actions).The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.
  • One with the Storm (3 Actions).The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or other effects. The giant can’t use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.
Medium fiend (shapechanger), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Succubus

Medium fiend (shapechanger), neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft., fly 60 ft.
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistance cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common, Infernal, telepathy 60 ft.
  • Challenge CR4 (1,100 XP)
  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don’t even need to be on the same plane of existence.
  • Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions


  • Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend’s Charm for the next 24 hours.

    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
  • Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Medium fiend (shapechanger), Neutral Evil
  • Hit Points:


    66 (12d8+12)
  • Armor Class:


    15 (Natural Armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Succubus (Incubus)

Medium fiend (shapechanger), Neutral Evil
  • Armor Class 15 (Natural Armor)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft., fly 60 ft.
STR
8 (-1)
DEX
17 (+3)
CON
13 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
  • Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
  • Damage Resistance Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages Abyssal, Common, Infernal, Telepathy 60 Ft.
  • Challenge CR4 (1,100 XP)
  • Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
  • Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions


  • Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
    The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
  • Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Medium Fey (Elf), Chaotic Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    19 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Summer Eladrin

Medium Fey (Elf), Chaotic Neutral
  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 50 ft.
STR
19 (+4)
DEX
21 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
  • Skills Athletics +8, Intimidation +8
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Common, Elvish, Sylvan
  • Challenge CR10 (5,900 XP)
  • Fearsome Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
  • Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
  • Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The eladrin makes two weapon attacks.
  • Longsword (One-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d8+4) Slashing damage plus (1d8)Fire damage.
  • Longsword (Two-Handed). Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d10+4) Slashing damage plus (1d8)Fire damage.
  • Longbow. Ranged Weapon: +9 to hit, reach 150/600 ft., One target. Hit: (2d8+5) Piercing damage plus (1d8)Fire damage.

Reactions


  • Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12
  • Speed:


    0 ft., fly 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Swarm of Bats

Medium swarm of tiny beasts, unaligned
  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 30 ft.
STR
5 (-3)
DEX
15 (+2)
CON
10 (+0)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 11
  • Challenge CR1/4 (50 XP)
  • Echolocation. The swarm can't use its blindsight while deafened.
  • Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d4) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: (1d4) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft., burrow 5 ft., climb 20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Beetles

Medium swarm of tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., burrow 5 ft., climb 20 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Centipedes

Medium swarm of tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way
  • Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way
Medium swarm of Tiny beast, lawful evil
  • Hit Points:


    36 (8d8)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Swarm of Cranium Rats

Medium swarm of Tiny beast, lawful evil
  • Armor Class 12
  • Hit Points 36 (8d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
15 (+2)
WIS
11 (+0)
CHA
14 (+2)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages telepathy 30 ft.
  • Challenge CR5 (1,800 XP)
  • Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.
  • Innate Spellcasting (Psionics). The swarm’s innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:

    • At will: command, comprehend languages, detect thoughts
    • 1/day each: confusion, dominate monster
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
  • Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions


  • Bites (If the Swarm Has More Than Half Its Hit Points). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: (4d6) piercing damage.
  • Bites (If the Swarm Has Half Its Hit Points or Fewer). Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm’s space. Hit: (2d6) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Insects

Medium swarm of tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    36 (8d8)
  • Armor Class:


    14
  • Speed:


    30 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Swarm of Poisonous Snakes

Medium swarm of tiny beasts, unaligned
  • Armor Class 14
  • Hit Points 36 (8d8)
  • Speed 30 ft., swim 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
11 (+0)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 10
  • Challenge CR2 (450 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d6) piercing damage. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. Hit: (1d6) piercing damage. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    28 (8d8 - 8)
  • Armor Class:


    13
  • Speed:


    0 ft., swim 40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Swarm of Quippers

Medium swarm of tiny beasts, unaligned
  • Armor Class 13
  • Hit Points 28 (8d8 - 8)
  • Speed 0 ft., swim 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
9 (-1)
INT
1 (-5)
WIS
7 (-2)
CHA
2 (-4)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Challenge CR1 (200 XP)
  • Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
  • Water Breathing. The swarm can breathe only underwater.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (4d6) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d6) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    24 (7d8 - 7)
  • Armor Class:


    10
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Swarm of Rats

Medium swarm of tiny beasts, unaligned
  • Armor Class 10
  • Hit Points 24 (7d8 - 7)
  • Speed 30 ft.
STR
9 (-1)
DEX
11 (+0)
CON
9 (-1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Challenge CR1/4 (50 XP)
  • Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d6) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: (1d6) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    24 (7d8 - 7)
  • Armor Class:


    12
  • Speed:


    10 ft., fly 50 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Swarm of Ravens

Medium swarm of tiny beasts, unaligned
  • Armor Class 12
  • Hit Points 24 (7d8 - 7)
  • Speed 10 ft., fly 50 ft.
STR
6 (-2)
DEX
14 (+2)
CON
8 (-1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +5
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 15
  • Challenge CR1/4 (50 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Beaks (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: (2d6) piercing damage.
  • Beaks (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. Hit: (1d6) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    8
  • Speed:


    5 ft., climb 5 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Rot Grubs

Medium swarm of tiny beasts, unaligned
  • Armor Class 8
  • Hit Points 22 (5d8)
  • Speed 5 ft., climb 5 ft.
STR
2 (-4)
DEX
7 (-2)
CON
10 (+0)
INT
1 (-5)
WIS
2 (-4)
CHA
1 (-5)
  • Damage Resistance piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained
  • Senses blindsight 10 ft., passive Perception 6
  • Languages -
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain temporary hit points.

Actions


  • Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm’s space. Hit: (1d0) . The target is infested by 1d4 rot grubs. At the start of each of the target’s turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target’s next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned.

    If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    20 ft., climb 20 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Spiders

Medium swarm of tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 20 ft., climb 20 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
  • Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
  • Web Walker. The swarm ignores movement restrictions caused by webbing.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.
Medium swarm of tiny beasts, unaligned
  • Hit Points:


    22 (5d8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    5 ft., fly 30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Swarm of Wasps

Medium swarm of tiny beasts, unaligned
  • Armor Class 12 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 5 ft., fly 30 ft.
STR
3 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
1 (-5)
WIS
7 (-2)
CHA
1 (-5)
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 8
  • Challenge CR1/2 (100 XP)
  • Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions


  • Bites (swarm has more than half HP). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (4d4) piercing damage.
  • Bites (swarm has half HP or less). Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: (2d4) piercing damage.
Medium humanoid (any race), any non-lawful alignment
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    17 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Swashbuckler

Medium humanoid (any race), any non-lawful alignment
  • Armor Class 17 (leather armor)
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
  • Skills Acrobatics +8, Athletics +5, Persuasion +6
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Lightfooted. The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.
  • Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Actions


  • Multiattack. The swashbuckler makes three attacks: one with a dagger and two with its rapier.
  • Dagger (Melee). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 4) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +6 to hit, reach 20/60 ft., one target. Hit: (1d4 + 4) piercing damage.
  • Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
Medium Undead, Lawful Evil
  • Hit Points:


    127 (15d8+60)
  • Armor Class:


    18 (breastplate, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Sword Wraith Commander

Medium Undead, Lawful Evil
  • Armor Class 18 (breastplate, shield)
  • Hit Points 127 (15d8+60)
  • Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Perception +4
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, frightened, poisoned, unconscious
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages The languages it knew in life
  • Challenge CR8 (3,900 XP)
  • Martial Fury. As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
  • Turning Defiance. The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions


  • Multiattack. The sword wraith makes two weapon attacks.
  • Longsword (One-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d10+4) Slashing damage.
  • Longbow. Ranged Weapon: +5 to hit, reach 150/600 ft., One target. Hit: (1d8+2) Piercing damage.
  • Call to Honor (1/Day). To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4+1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander’s turn on the same initiative count.
Medium Undead, Lawful Evil
  • Hit Points:


    45 (6d8+18)
  • Armor Class:


    16 (chain shirt, shield)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Sword Wraith Warrior

Medium Undead, Lawful Evil
  • Armor Class 16 (chain shirt, shield)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
6 (-2)
WIS
9 (-1)
CHA
10 (+0)
  • Damage Resistance Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, frightened, poisoned, unconscious
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages The languages it knew in life
  • Challenge CR3 (700 XP)
  • Martial Fury. As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.

Actions


  • Longsword (One-handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+4) Slashing damage. 9 (1d10 + 4) slashing damage if used with two hands.
  • Longsword (Two-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+4) Slashing damage.
  • Longbow. Ranged Weapon: +3 to hit, reach 150/600 ft., One target. Hit: (1d8+1) Piercing damage.
Medium fiend (demon, orc), chaotic evil
  • Hit Points:


    95 (10d8 + 50)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Tanarukk

Medium fiend (demon, orc), chaotic evil
  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d8 + 50)
  • Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
9 (-1)
WIS
9 (-1)
CHA
9 (-1)
  • Skills Intimidation +2, Perception +2
  • Damage Resistance fire, poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common, Orc
  • Challenge CR5 (1,800 XP)
  • Aggressive. As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
  • Magic Resistance. The tanarukk has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The tanarukk makes two attacks: one with its bite and one with its greatsword.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.

Reactions


  • Unbridled Fury. In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
Gargantuan monstrosity (titan), unaligned
  • Hit Points:


    676 (33d20 + 330)
  • Armor Class:


    25 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR30 (155,000 XP)

Tarrasque

Gargantuan monstrosity (titan), unaligned
  • Armor Class 25 (natural armor)
  • Hit Points 676 (33d20 + 330)
  • Speed 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
3 (-4)
WIS
11 (+0)
CHA
11 (+0)
  • Saving Throws Int +5, Wis +9, Cha +9
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses blindsight 120 ft., passive Perception 10
  • Challenge CR30 (155,000 XP)
  • Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
  • Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
  • Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
  • Siege Monster. The tarrasque deals double damage to objects and structures.

Actions


  • Multiattack. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
  • Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d12 + 10) piercing damage. If the target is a creature, it is grappled, escape DC 20. Until this grapple ends, the target is restrained, and the tarrasque can't bite another target
  • Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (4d8 + 10) slashing damage.
  • Horns. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (4d10 + 10) piercing damage.
  • Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone
  • Frightful Presence. Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.
  • Swallow. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.

    If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions


Tarrasque can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tarrasque regains spent legendary actions at the start of their turn.
  • Attack.The tarrasque makes one claw attack or tail attack.
  • Move.The tarrasque moves up to half its speed.
  • Chomp (Costs 2 Actions).The tarrasque makes one bite attack or uses its Swallow.
Medium Monstrosity, Neutral Evil
  • Hit Points:


    255 (30d8+120)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

The Angry

Medium Monstrosity, Neutral Evil
  • Armor Class 18 (natural armor)
  • Hit Points 255 (30d8+120)
  • Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
6 (-2)
  • Skills Perception +6
  • Damage Resistance Bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses Darkvision 60 ft. , passive Perception 16
  • Languages Common
  • Challenge CR13 (10,000 XP)
  • Two Heads. The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
  • Rising Anger. If another creature deals damage to the Angry, the Angry’s attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack’s target takes an extra 19 (3d12) psychic damage.On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.

Actions


  • Multiattack. The Angry makes two hook attacks.
  • Hook. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (2d12+3) Piercing damage.
Medium Monstrosity, Neutral Evil
  • Hit Points:


    225 (30d8+90)
  • Armor Class:


    17 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

The Hungry

Medium Monstrosity, Neutral Evil
  • Armor Class 17 (natural armor)
  • Hit Points 225 (30d8+90)
  • Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
6 (-2)
  • Damage Resistance Bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses Darkvision 60 ft. , passive Perception 10
  • Languages Common
  • Challenge CR11 (7,200 XP)
  • Life Hunger. If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit

Actions


  • Multiattack. The Hungry makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon: +8 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage plus (3d8)Necrotic damage.
  • Claws. Melee Weapon: +8 to hit, reach 10 ft., One target. Hit: (4d6+4) Slashing damage. Hit: If the target is Medium or smaller, it is grappled (escape DC 16) and restrained until the grapple ends. While grappling a creature, the Hungry can’t attack with its claws.
Medium Monstrosity, Neutral Evil
  • Hit Points:


    112 (15d8+45)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

The Lonely

Medium Monstrosity, Neutral Evil
  • Armor Class 16 (natural armor)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
6 (-2)
WIS
11 (+0)
CHA
6 (-2)
  • Damage Resistance Bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses Darkvision 60 ft. , passive Perception 10
  • Languages Common
  • Challenge CR9 (5,000 XP)
  • Psychic Leech. At the start of each of the Lonely’s turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
  • Thrives on Company. The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.

Actions


  • Multiattack. The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
  • Harpoon Arm. Melee Weapon: +7 to hit, reach 60 ft., One target. Hit: (4d8+3) Piercing damage. Hit: The target is grappled (escape DC 15) if it is a Large or smaller creature. The Lonely has two harpoon arms and can grapple up to two creatures at once.
  • Sorrowful Embrace. Embrace. Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.
Medium Monstrosity, Neutral Evil
  • Hit Points:


    78 (12d8+24)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

The Lost

Medium Monstrosity, Neutral Evil
  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
6 (-2)
WIS
7 (-2)
CHA
5 (-3)
  • Skills Athletics +6
  • Damage Resistance Bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses Darkvision 60 ft. , passive Perception 8
  • Languages Common
  • Challenge CR7 (2,900 XP)

Actions


  • Multiattack. The Lost makes two arm spike attacks.
  • Arm Spike. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (2d10+3) Piercing damage.
  • Embrace. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (4d10+3) Piercing damage. Hit: The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.

Reactions


  • Tightening Embrace. If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage
Small Monstrosity, Neutral Evil
  • Hit Points:


    10 (4d6-4)
  • Armor Class:


    15
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

The Wretched

Small Monstrosity, Neutral Evil
  • Armor Class 15
  • Hit Points 10 (4d6-4)
  • Speed 40 ft.
STR
7 (-2)
DEX
12 (+1)
CON
9 (-1)
INT
5 (-3)
WIS
6 (-2)
CHA
5 (-3)
  • Damage Resistance Bludgeoning, piercing, and slashing while in dim light or darkness
  • Senses Darkvision 60 ft. , passive Perception 8
  • Challenge CR1/4 (50 XP)
  • Wretched Pack Tactics. The Wretched has advantage on an attack roll against a creature if at least one of the Wretched’s allies is within 5 feet of the creature and the ally isn’t incapacitated. The Wretched otherwise has disadvantage on attack rolls.

Actions


  • Bite. Melee Weapon: +3 to hit, reach 5 ft. , One target. Hit: (1d10+1) Piercing damage. Hit: The Wretched attaches to the target. While attached, the Wretched can’t attack, and at the start of each of the Wretched’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched’s movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.
Medium plant, neutral
  • Hit Points:


    27 (5d8 + 5)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Thorny

Medium plant, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
6 (-2)
  • Skills Perception +4, Stealth +3
  • Damage Resistance lightning, piercing
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge CR1 (200 XP)
  • Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
  • Regeneration. The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the thorny’s next turn. The thorny dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Thorny Body. At the start of its turn, the thorny deals 2 (1d4) piercing damage to any creature grappling it.

Actions


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d6 + 1) piercing damage.
Medium humanoid (thri-kreen), chaotic neutral
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Thri-kreen

Medium humanoid (thri-kreen), chaotic neutral
  • Armor Class 15 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +4, Survival +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Thri-kreen, (variant: psionics) telepathy 60 ft.
  • Challenge CR1 (200 XP)
  • Chameleon Carapace. The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.
  • Standing Leap. The thri-kreen’s long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
  • (Variant: Psionics) Innate Spellcasting (Psionics). The thri-kreen’s innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components: • At will: mage hand (the hand is invisible) • 2/day each: blur, magic weapon • 1/day: invisibility (self only)

Actions


  • Multiattack. The thri-kreen makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: (1d6 + 1) piercing damage. The target must succeed on a dc 11 constitution saving throw or be poisoned for 1 minute If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (2d4 + 1) slashing damage.
  • (Variant: gythka and chatkcha) Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.
  • (Variant: gythka and chatkcha) Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) slashing damage.
  • (Variant: gythka and chatkcha) Chatkcha. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) slashing damage.
Medium humanoid (any race), any non-good alignment
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Thug

Medium humanoid (any race), any non-good alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Multiattack. The thug makes two melee attacks.
  • Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, reach 100/400 ft., one target. Hit: (1d10) piercing damage.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Thug of Geryon

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the thug gains a +2 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Multiattack. The thug makes two melee attacks.
  • Mace. Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d6+2) Bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the thug takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Thug of Glasya

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Step into Shadows (Recharges after a Short or Long Rest). As an action, the thug, along with anything it is wearing and carrying, magically becomes invisible until the end of its next turn.

Actions


  • Multiattack. The thug makes two melee attacks.
  • Mace. Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d6+2) Bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.

Reactions


  • Infernal Ring Leader (Leader Variant). As a reaction when the thug is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Thug of Levistus

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Path of Levistus. The thug magically teleports to a location of Levistus’s choice within 1 mile of its location. Using this ability also restores all of the thug’s hit points. This ability can be invoked as an action by the thug or when the thug would die. Once the thug uses it, the thug can’t use it again.

Actions


  • Multiattack. The thug makes two melee attacks.
  • Mace. Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d6+2) Bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
Medium Humanoid (Any Race), Any Non-good Alignment
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    11 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Thug of Mammon

Medium Humanoid (Any Race), Any Non-good Alignment
  • Armor Class 11 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft.
STR
15 (+2)
DEX
11 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Any one language (usually Common)
  • Challenge CR1/2 (100 XP)
  • Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Grasping Hands (Recharges after a Short or Long Rest). As a bonus action, the thug makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If the thug succeeds, one handheld item of its choice that it can see on the target magically teleports to its open hand. The item can’t be one that the target is holding, and it must weigh no more than 10 pounds.
  • Promise of Wealth (Recharges after a Short or Long Rest, Leader Variant). As a bonus action, the thug chooses one creature it can see. Up to five allies of its choice become convinced that the target carries great wealth. Until the end of the thug’s next turn, those allies gain advantage on all attack rolls against the target.

Actions


  • Multiattack. The thug makes two melee attacks.
  • Mace. Melee Weapon: +4 to hit, reach 5 ft., One creature. Hit: (1d6+2) Bludgeoning damage.
  • Heavy Crossbow. Ranged Weapon: +2 to hit, reach 100/400 ft., One target. Hit: (1d10) Piercing damage.
Large beast, unaligned
  • Hit Points:


    37 (5d10 + 10)
  • Armor Class:


    12
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Tiger

Large beast, unaligned
  • Armor Class 12
  • Hit Points 37 (5d10 + 10)
  • Speed 40 ft.
STR
17 (+3)
DEX
15 (+2)
CON
14 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge CR1 (200 XP)
  • Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the tiger moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
Tiny Construct, Unaligned
  • Hit Points:


    10 (4d4)
  • Armor Class:


    15
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR— (— XP)

Tiny Servant

Tiny Construct, Unaligned
  • Armor Class 15
  • Hit Points 10 (4d4)
  • Speed 30 ft., climb 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
10 (0)
INT
2 (-4)
WIS
10 (0)
CHA
1 (-5)
  • Damage Immunities Poison, psychic
  • Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Challenge

Actions


  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) bludgeoning damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    20 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR16 (15,000 XP)

Titivilus

Medium Fiend (Devil), Lawful Evil
  • Armor Class 20 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 40 ft., fly 60 ft.
STR
19 (+4)
DEX
22 (+6)
CON
17 (+3)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
  • Saving Throws Dex +11, Con +8, Wis +11, Cha +13
  • Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
  • Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities fire, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages all, telepathy 120 ft.
  • Challenge CR16 (15,000 XP)
  • Innate Spellcasting. Titivilus’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion3/day each: greater invisibility (self only), mislead1/day each: feeblemind, symbol (discord or sleep only)
  • Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Titivilus’s weapon attacks are magical.
  • Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn’t regenerate.
  • Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.

Actions


  • Multiattack. . Titivilus makes one sword attack and uses his Frightful Word once.
  • Silver Sword (One-Handed). Melee Weapon: +9 to hit, reach 5 ft, One target. Hit: (1d8+4) slashing damage plus (3d10)Necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  • Silver Sword (Two-Handed). Melee Weapon: +9 to hit, reach 5 ft, One target. Hit: (1d10+4) slashing damage plus (3d10)Necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  • Frightful Word. . Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Teleport. . Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
  • Twisting Words. . Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus’s Twisting Words for 24 hours.

Legendary Actions


Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Titivilus regains spent legendary actions at the start of their turn.
  • Assault (Costs 2 Actions). .Assault (Costs 2 Actions). Titivilus attacks with his silver sword or uses his Frightful Word.
  • Corrupting Guidance.Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.
  • Teleport. .Titivilus uses his Teleport action.
Large monstrosity, neutral evil
  • Hit Points:


    85 (10d10 + 30)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Tlincalli

Large monstrosity, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +4, Stealth +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Tlincalli
  • Challenge CR5 (1,800 XP)

Actions


  • Multiattack. The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.
  • Longsword (One-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d6 + 3) piercing damage. The target is grappled, escape dc 11, if it is a large or smaller creature Until this grapple ends, the target is restrained, and the tlincalli can’t use the spiked chain against another target
  • Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d6 + 3) piercing damage plus (4d6)poison damage. The target must succeed on a dc 14 constitution saving throw or be poisoned for 1 minute If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Medium Humanoid (Tortle), Lawful Good
  • Hit Points:


    22 (4d8+4)
  • Armor Class:


    17 (natural)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Tortle

Medium Humanoid (Tortle), Lawful Good
  • Armor Class 17 (natural)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
12 (+1)
  • Skills Athletics +4, Survival +3
  • Senses passive Perception 11
  • Languages Aquan, Common
  • Challenge CR1/4 (50 XP)
  • Hold Breath. The tortle can hold its breath for 1 hour.

Actions


  • Claws. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d4+2) Slashing damage.
  • Quarterstaff (One-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8+2) Bludgeoning damage.
  • Light Crossbow. Ranged Weapon: +2 to hit, reach 80/320 ft., One target. Hit: (1d8) Piercing damage.
  • Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Medium Humanoid (Tortle), Lawful Neutral
  • Hit Points:


    33 (6d8+6)
  • Armor Class:


    17 (natural)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Tortle Druid

Medium Humanoid (Tortle), Lawful Neutral
  • Armor Class 17 (natural)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
12 (+1)
INT
11 (+0)
WIS
15 (+2)
CHA
12 (+1)
  • Skills Animal Handling +4, Nature +2, Survival +4
  • Senses passive Perception 12
  • Languages Aquan, Common
  • Challenge CR2 (450 XP)
  • Hold Breath. The tortle can hold its breath for 1 hour.
  • Spellcasting. The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:Cantrips (at will): druidcraft, guidance, produce flame1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave2nd level (3 slots): darkvision, hold person

Actions


  • Claws. Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d4+2) Slashing damage.
  • Quarterstaff (One-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d6+2) Bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8+2) Bludgeoning damage.
  • Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Medium humanoid (any race), any alignment
  • Hit Points:


    40 (9d8)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Transmuter

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
  • Saving Throws Int +6, Wis +4
  • Skills Arcana +6, History +6
  • Senses passive Perception 11
  • Languages any four languages
  • Challenge CR5 (1,800 XP)
  • Spellcasting. The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:

    • Cantrips (at will): light, mending, prestidigitation, ray of frost
    • 1st level (4 slots): chromatic orb, expeditious retreat^, mage armor
    • 2nd level (3 slots): alter self^,hold person, knock^
    • 3rd level (3 slots): blink^, fireball, slow^
    • 4th level (3 slots): polymorph^, stoneskin
    • 5th level (1 slot): telekinesis^
    ^ Transmutation spell of 1st level or higher
  • Transmuter’s Stone. The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:

    • Darkvision out to a range of 60 feet
    • An extra 10 feet of speed while the bearer is unencumbered
    • Proficiency with Constitution saving throws
    • Resistance to acid, cold, fire, lightning, or thunder damage (transmuter’s choice whenever the transmuter chooses this benefit)
    • If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.

Actions


  • Chromatic Orb. Ranged Spell Attack: +6 to hit, reach 90 ft., one creature. 13 (3d8) acid, cold, fire, lightning, poison, or thunder chosen by the transmuter when the spell is cast
  • Quarterstaff (One-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 - 1) bludgeoning damage.
  • Quarterstaff (Two-Handed). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8 - 1) bludgeoning damage.
  • Ray of Frost. Ranged Spell Attack: +6 to hit, reach 60 ft., one creature. Hit: (2d8) cold damage. The target's speed is reduced by 10 feet until the start of the transmuter's next turn
Large monstrosity, unaligned
  • Hit Points:


    85 (10d10 + 30)
  • Armor Class:


    13 (natural armor)
  • Speed:


    10 ft., climb 10 ft.
  • Challenge Rating:


    CR3 (700 XP)

Trapper

Large monstrosity, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 10 ft., climb 10 ft.
STR
17 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
4 (-3)
  • Skills Stealth +2
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge CR3 (700 XP)
  • False Appearance. While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.
  • Spider Climb. The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions


  • Smother. One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled, escape DC 14. Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Huge plant, chaotic good
  • Hit Points:


    138 (12d12 + 60)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Treant

Huge plant, chaotic good
  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 30 ft.
STR
23 (+6)
DEX
8 (-1)
CON
21 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
  • Vulnerabilities fire
  • Damage Resistance bludgeoning, piercing
  • Senses passive Perception 13
  • Languages Common, Druidic, Elvish, Sylvan
  • Challenge CR9 (5,000 XP)
  • False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.
  • Siege Monster. The treant deals double damage to objects and structures.

Actions


  • Multiattack. The treant makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 6) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +10 to hit, reach 60/180 ft., one target. Hit: (4d10 + 6) bludgeoning damage.
  • Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Medium humanoid (any race), any alignment
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Tribal Warrior

Medium humanoid (any race), any alignment
  • Armor Class 12 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
8 (-1)
  • Senses passive Perception 10
  • Languages any one language
  • Challenge CR1/8 (25 XP)
  • Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Spear (Melee; One-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d6 + 1) piercing damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    12 (hide armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Tribal Warrior of Geryon

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 12 (hide armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
8 (-1)
  • Senses passive Perception 10
  • Languages Any one language
  • Challenge CR1/8 (25 XP)
  • Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the tribal warrior gains a +1 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Spear (Melee; One-Handed). Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d6+1) Piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon: +3 to hit, reach 5 ft., One target. Hit: (1d8+1) Piercing damage.
  • Spear (Ranged). Ranged Weapon: +3 to hit, reach 20/60 ft., One target. Hit: (1d6+1) Piercing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the tribal warrior takes damage, it can roll a d10 and subtract the number rolled from the damage.
Huge beast, unaligned
  • Hit Points:


    95 (10d12+30)
  • Armor Class:


    13 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Triceratops

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12+30)
  • Speed 50 ft.
STR
22 (+6)
DEX
9 (-1)
CON
17 (+3)
INT
2 (-4)
WIS
11 (+0)
CHA
5 (-3)
  • Senses passive Perception 10
  • Challenge CR5 (1,800 XP)
  • Trampling Charge. If the triceratops moves at least 20 ft. straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions


  • Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (4d8 + 6) piercing damage.
  • Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: (3d10 + 6) bludgeoning damage.
Medium construct, lawful neutral
  • Hit Points:


    16 (3d8 + 3)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Tridrone

Medium construct, lawful neutral
  • Armor Class 15 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
12 (+1)
INT
9 (-1)
WIS
10 (+0)
CHA
9 (-1)
  • Senses truesight 120 ft., passive Perception 10
  • Languages Modron
  • Challenge CR1/2 (100 XP)
  • Axiomatic Mind. The tridrone can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.

Actions


  • Multiattack. The tridrone makes three fist attacks or three javelin attacks.
  • Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) bludgeoning damage.
  • Javelin (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) piercing damage.
  • Javelin (Ranged). Ranged Weapon Attack: +3 to hit, reach 30/120 ft., one target. Hit: (1d6 + 1) piercing damage.
Medium humanoid (troglodyte), chaotic evil
  • Hit Points:


    13 (2d8 + 4)
  • Armor Class:


    11 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Troglodyte

Medium humanoid (troglodyte), chaotic evil
  • Armor Class 11 (natural armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
  • Skills Stealth +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Troglodyte
  • Challenge CR1/4 (50 XP)
  • Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
  • Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
  • Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
Large giant, chaotic evil
  • Hit Points:


    84 (8d10 + 40)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Troll

Large giant, chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 84 (8d10 + 40)
  • Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
9 (-1)
CHA
7 (-2)
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Giant
  • Challenge CR5 (1,800 XP)
  • Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
  • Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
  • (Variant) Loathsome Limbs. Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:

    1-10: Nothing else happens.
    11-14: One leg is severed from the troll if it has any legs left.
    15- 18: One arm is severed from the troll if it has any arms left.
    19-20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.

    If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.

    A severed leg is unable to attack and has a speed of 5 feet.

    A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

    If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.

    The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.

Actions


  • Multiattack. The troll makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Small plant, neutral evil
  • Hit Points:


    4 (1d6 + 1)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Twig Blight

Small plant, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6 + 1)
  • Speed 20 ft.
STR
6 (-2)
DEX
13 (+1)
CON
12 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
  • Skills Stealth +3
  • Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Common but can't speak
  • Challenge CR1/8 (25 XP)
  • False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions


  • Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 1) piercing damage.
Huge beast, unaligned
  • Hit Points:


    136 (13d12 + 52)
  • Armor Class:


    13 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Tyrannosaurus Rex

Huge beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 136 (13d12 + 52)
  • Speed 50 ft.
STR
25 (+7)
DEX
10 (+0)
CON
19 (+4)
INT
2 (-4)
WIS
12 (+1)
CHA
9 (-1)
  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge CR8 (3,900 XP)

Actions


  • Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled, escape DC 17. Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target
  • Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
Large aberration, lawful evil
  • Hit Points:


    127 (17d10 + 34)
  • Armor Class:


    15 (breastplate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Ulitharid

Large aberration, lawful evil
  • Armor Class 15 (breastplate)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft.
STR
15 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
21 (+5)
WIS
19 (+4)
CHA
21 (+5)
  • Saving Throws Int +9, Wis +8, Cha +9
  • Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Deep Speech, Undercommon, telepathy 2 miles
  • Challenge CR9 (5,000 XP)
  • Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
  • Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
  • Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
  • Innate Spellcasting (Psionics). The ulitharid’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

    • At will: detect thoughts, levitate
    • 1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis

Actions


  • Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled, escape DC 14, and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends
  • Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. Hit: (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain
  • Mind Blast (Recharge 5–6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium fiend (yugoloth), Neutral Evil
  • Hit Points:


    153 (18d8 + 72)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft., fly 60 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Ultroloth

Medium fiend (yugoloth), Neutral Evil
  • Armor Class 19 (natural armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft., fly 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
19 (+4)
  • Skills Intimidation +9, Perception +7, Stealth +8
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Abyssal, Infernal, telepathy 120 ft.
  • Challenge CR13 (10,000 XP)
  • Innate Spellcasting. The ultroloth’s innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components:

    • At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion
    • 3/day each: dimension door, fear, wall of fire
    • 1/day each: fire storm, mass suggestion
  • Magic Resistance. The ultroloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The ultroloth’s weapon attacks are magical.

Actions


  • Multiattack. The ultroloth can use its Hypnotic Gaze and makes three melee attacks.
  • Longsword (One-Handed). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.
  • Teleport. The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
  • (Variant) Summon Yugoloth (1/Day). An ultroloth has a 50 percent chance of summoning 1d6 mezzoloths, 1d4 nycaloths, or one ultroloth. The summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.
Large monstrosity, chaotic evil
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft., burrow 20 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Umber Hulk

Large monstrosity, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., burrow 20 ft.
STR
20 (+5)
DEX
13 (+1)
CON
16 (+3)
INT
9 (-1)
WIS
10 (+0)
CHA
10 (+0)
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10
  • Languages Umber Hulk
  • Challenge CR5 (1,800 XP)
  • Confusing Gaze. When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk’s eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.

    On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

    Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
  • Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions


  • Multiattack. The umber hulk makes three attacks: two with its claws and one with its mandibles.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (1d8 + 5) slashing damage.
  • Mandibles. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d8 + 5) slashing damage.
Large celestial, lawful good
  • Hit Points:


    67 (9d10 + 18)
  • Armor Class:


    12
  • Speed:


    50 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Unicorn

Large celestial, lawful good
  • Armor Class 12
  • Hit Points 67 (9d10 + 18)
  • Speed 50 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
  • Damage Immunities poison
  • Condition Immunities charmed, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
  • Challenge CR5 (1,800 XP)
  • Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: • At will: detect evil and good, druidcraft, pass without trace • 1/day each: calm emotions, dispel evil and good, entangle
  • Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The unicorn's weapon attacks are magical.

Actions


  • Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.
  • Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
  • Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
  • Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
  • Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary Actions


Unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Unicorn regains spent legendary actions at the start of their turn.
  • Hooves.The unicorn makes one attack with its hooves.
  • Shimmering Shield (Costs 2 Actions).The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
  • Heal Self (Costs 3 Actions).The unicorn magically regains 11 (2d8 + 2) hit points.
Medium undead (shapechanger), lawful evil
  • Hit Points:


    144 (17d8 + 68)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Vampire

Medium undead (shapechanger), lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages the languages it knew in life
  • Challenge CR13 (10,000 XP)
  • Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  • Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
  • Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. The vampire has the following flaws: • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions


  • Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
  • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18
  • Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus (3d6)necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control
  • Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack. Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  • Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions


Vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vampire regains spent legendary actions at the start of their turn.
  • Move.The vampire moves up to its speed without provoking opportunity attacks.
  • Unarmed Strike.The vampire makes one unarmed strike.
  • Bite (Costs 2 Actions).The vampire makes one bite attack.
Medium undead, neutral evil
  • Hit Points:


    82 (11d8 + 33)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Vampire Spawn

Medium undead, neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
  • Saving Throws Dex +6, Wis +3
  • Skills Perception +3, Stealth +6
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge CR5 (1,800 XP)
  • Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. The vampire has the following flaws:

    • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.
    • Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
    • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions


  • Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target, escape DC 13
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 3) piercing damage plus (2d6)necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0
Medium undead (shapechanger), lawful evil
  • Hit Points:


    144 (17d8 + 68)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Vampire Spellcaster

Medium undead (shapechanger), lawful evil
  • Armor Class 16 (natural armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages the languages it knew in life
  • Challenge CR15 (13,000 XP)
  • Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

    While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

    While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  • Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
  • Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

    While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. The vampire has the following flaws:

    • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
    • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
    • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
  • Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:

    • Cantrips (at will): mage hand, prestidigitation, ray of frost
    • 1st level (4 slots): comprehend languages, fog cloud, sleep
    • 2nd level (3 slots): detect thoughts, gust of wind, mirror image
    • 3rd level (3 slots): animate dead, bestow curse, nondetection
    • 4th level (3 slots): blight, greater invisibility
    • 5th level (1 slot): dominate person

Actions


  • Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
  • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18
  • Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus (3d6)necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control
  • Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

    Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  • Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions


Vampire Spellcaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vampire Spellcaster regains spent legendary actions at the start of their turn.
  • Move.The vampire moves up to its speed without provoking opportunity attacks.
  • Unarmed Strike.The vampire makes one unarmed strike.
  • Bite (Costs 2 Actions).The vampire makes one bite attack.
Medium undead (shapechanger), lawful evil
  • Hit Points:


    144 (17d8 + 68)
  • Armor Class:


    18 (plate armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR15 (13,000 XP)

Vampire Warrior

Medium undead (shapechanger), lawful evil
  • Armor Class 18 (plate armor)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages the languages it knew in life
  • Challenge CR15 (13,000 XP)
  • Shapechanger. If the vampire isn't in sun light or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

    While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

    While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
  • Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
  • Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

    While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
  • Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. The vampire has the following flaws:

    • Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
    • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
    • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions


  • Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
  • Multiattack. The vampire makes two greatsword attacks.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (2d6 + 4) slashing damage.
  • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target, escape DC 18
  • Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + 4) piercing damage plus (3d6)necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control
  • Charm. The vampire targets one humanoid it can see within 30 ft. of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bit attack.
    Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
  • Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions


Vampire Warrior can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vampire Warrior regains spent legendary actions at the start of their turn.
  • Move.The vampire moves up to its speed without provoking opportunity attacks.
  • Unarmed Strike.The vampire makes one unarmed strike.
  • Bite (Costs 2 Actions).The vampire makes one bite attack.
Medium Undead, Chaotic Evil
  • Hit Points:


    30 (4d8+12)
  • Armor Class:


    13
  • Speed:


    0 ft. fly 30 ft. (hover)
  • Challenge Rating:


    CR3 (700 XP)

Vampiric Mist

Medium Undead, Chaotic Evil
  • Armor Class 13
  • Hit Points 30 (4d8+12)
  • Speed 0 ft. fly 30 ft. (hover)
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
  • Saving Throws Wis +3
  • Damage Resistance Acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Darkvision 60 ft., passive Perception 11
  • Challenge CR3 (700 XP)
  • Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
  • Forbiddance. The mist can’t enter a residence without an invitation from one of the occupants.
  • Misty Form. The mist can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can’t manipulate objects in any way that requires fingers or manual dexterity.
  • Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.

Actions


  • Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Tiny fiend, chaotic evil
  • Hit Points:


    13 (3d4 + 6)
  • Armor Class:


    12
  • Speed:


    5 ft., fly 40 ft.
  • Challenge Rating:


    CR1 (200 XP)

Vargouille

Tiny fiend, chaotic evil
  • Armor Class 12
  • Hit Points 13 (3d4 + 6)
  • Speed 5 ft., fly 40 ft.
STR
6 (-2)
DEX
14 (+2)
CON
14 (+2)
INT
4 (-3)
WIS
7 (-2)
CHA
2 (-4)
  • Damage Resistance cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak
  • Challenge CR1 (200 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage plus (3d6)poison damage.
  • Kiss. The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.
  • Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.
Small plant, neutral
  • Hit Points:


    9 (2d6 + 2)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Vegepygmy

Small plant, neutral
  • Armor Class 13 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.
STR
7 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
11 (+0)
CHA
7 (-2)
  • Skills Perception +2, Stealth +4
  • Damage Resistance lightning, piercing
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Vegepygmy
  • Challenge CR1/4 (50 XP)
  • Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
  • Regeneration. The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions


  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small plant, neutral
  • Hit Points:


    33 (6d6 + 12)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Vegepygmy Chief

Small plant, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d6 + 12)
  • Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
9 (-1)
  • Skills Perception +3, Stealth +4
  • Damage Resistance lightning, piercing
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Vegepygmy
  • Challenge CR2 (450 XP)
  • Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
  • Regeneration. The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Spear (Melee; One-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Spear (Melee; Two-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Spear (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tiny beast, unaligned
  • Hit Points:


    10 (3d4 + 3)
  • Armor Class:


    13 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Velociraptor

Tiny beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 30 ft.
STR
6 (-2)
DEX
14 (+2)
CON
13 (+1)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge CR1/4 (50 XP)
  • Pack Tactics. The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


  • Multiattack. The velociraptor makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) slashing damage.
Large Giant, Chaotic Evil
  • Hit Points:


    94 (9d10+45)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Venom Troll

Large Giant, Chaotic Evil
  • Armor Class 15 (natural armor)
  • Hit Points 94 (9d10+45)
  • Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
9 (-1)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Giant
  • Challenge CR7 (2,900 XP)
  • Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
  • Poison Splash. When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.
  • Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. The troll makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (1d6+4) Piercing damage plus (1d8)poison damage. and the creature is poisoned until the start of the troll’s next turn.
  • Claws. Melee Weapon: +7 to hit, reach 5 ft., One creature. Hit: (2d6+4) Slashing damage plus (1d8)poison damage.
  • Venom Spray (Recharge 6). reach 15 ft., Each creature within 15 ft. area.. Hit: (2d6) Slashing damage plus (4d8)Poison damage. The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can’t be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Medium humanoid (any race), any alignment
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    17 (splint)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Veteran

Medium humanoid (any race), any alignment
  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge CR3 (700 XP)

Actions


  • Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  • Longsword (One-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, reach 100/400 ft., one target. Hit: (1d10 + 1) piercing damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    17 (splint)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Veteran of Geryon

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 17 (splint)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages Any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Crushing Blow (Recharges after a Short or Long Rest). As a bonus action, the veteran gains a +3 bonus to the damage roll of its next melee weapon attack that hits within the next minute. The bonus equals its Strength modifier (minimum of +1).

Actions


  • Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  • Longsword (One-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d8+3) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage.
  • Shortsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
  • Heavy Crossbow. Ranged Weapon: +3 to hit, reach 100/400 ft., One target. Hit: (1d10+1) Piercing damage.

Reactions


  • Indomitable Strength (Recharge 5–6, Leader Variant). As a reaction when the veteran takes damage, it can roll a d10 and subtract the number rolled from the damage.
Medium Humanoid (Any Race), Any Alignment
  • Hit Points:


    58 (9d8+18)
  • Armor Class:


    17 (splint)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Veteran of Zariel

Medium Humanoid (Any Race), Any Alignment
  • Armor Class 17 (splint)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages Any one language (usually Common)
  • Challenge CR3 (700 XP)
  • Ferocious Surge (Recharges after a Short or Long Rest). When the veteran hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit.
  • Infernal Tactics (Leader Variant). The veteran has a keen eye for seizing a tactical advantage. Immediately after rolling initiative, it can choose itself and up to three allies it can see if it isn’t incapacitated. It can swap the initiative results of the chosen creatures among them.

Actions


  • Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  • Longsword (One-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d8+3) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage.
  • Shortsword. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d6+3) Piercing damage.
  • Heavy Crossbow. Ranged Weapon: +3 to hit, reach 100/400 ft., One target. Hit: (1d10+1) Piercing damage.
Medium plant, neutral evil
  • Hit Points:


    26 (4d8 + 8)
  • Armor Class:


    12 (natural armor)
  • Speed:


    10 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Vine Blight

Medium plant, neutral evil
  • Armor Class 12 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 10 ft.
STR
15 (+2)
DEX
8 (-1)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
3 (-4)
  • Skills Stealth +1
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Common
  • Challenge CR1/2 (100 XP)
  • False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions


  • Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (2d6 + 2) bludgeoning damage. A large or smaller target is grappled, escape dc 12 Until this grapple ends, the target is restrained, and the blight can’t constrict another target
  • Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Medium plant, unaligned
  • Hit Points:


    18 (4d8)
  • Armor Class:


    5
  • Speed:


    5 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Violet Fungus

Medium plant, unaligned
  • Armor Class 5
  • Hit Points 18 (4d8)
  • Speed 5 ft.
STR
3 (-4)
DEX
1 (-5)
CON
10 (+0)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
  • Condition Immunities blinded, deafened, frightened
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6
  • Challenge CR1/4 (50 XP)
  • False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.

Actions


  • Multiattack. The fungus makes 1d4 Rotting Touch attacks.
  • Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: (1d8) necrotic damage.
Large fiend (demon), chaotic evil
  • Hit Points:


    104 (11d10 + 44)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft., fly 60 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Vrock

Large fiend (demon), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
8 (-1)
  • Saving Throws Dex +5, Wis +4, Cha +2
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR6 (2,300 XP)
  • Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The vrock makes two attacks: one with its beak and one with its talons.
  • Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage.
  • Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d10 + 3) slashing damage.
  • Spores (Recharge 6). A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
  • Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Medium beast, unaligned
  • Hit Points:


    5 (1d8 + 1)
  • Armor Class:


    10
  • Speed:


    10 ft., fly 50 ft.
  • Challenge Rating:


    CR0 (10 XP)

Vulture

Medium beast, unaligned
  • Armor Class 10
  • Hit Points 5 (1d8 + 1)
  • Speed 10 ft., fly 50 ft.
STR
7 (-2)
DEX
10 (+0)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
4 (-3)
  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d4) piercing damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    117 (18d8 + 36)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

War Priest

Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 117 (18d8 + 36)
  • Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
13 (+1)
  • Saving Throws Con +6, Wis +7
  • Skills Intimidation +5, Religion +4
  • Senses passive Perception 13
  • Languages any two languages
  • Challenge CR9 (5,000 XP)
  • Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:

    • Cantrips (at will): light, mending, sacred flame, spare the dying
    • 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
    • 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon
    • 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk
    • 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
    • 5th level (1 slot): flame strike, mass cure wounds, hold monster

Actions


  • Multiattack. The priest makes two melee attacks.
  • Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage.
  • Guiding Bolt. Ranged Spell Attack: +4 to hit, reach 120 ft., one creature. Hit: (4d6) radiant damage. The next attack roll made against the target before the end of the war priest's next turn has advantage, thanks to the mystical dim light glittering on the target until then

Reactions


  • Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Large beast, unaligned
  • Hit Points:


    19 (3d10 + 3)
  • Armor Class:


    11
  • Speed:


    60 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Warhorse

Large beast, unaligned
  • Armor Class 11
  • Hit Points 19 (3d10 + 3)
  • Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
13 (+1)
INT
2 (-4)
WIS
12 (+1)
CHA
7 (-2)
  • Senses passive Perception 11
  • Challenge CR1/2 (100 XP)
  • Trampling Charge. If the horse moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.

Actions


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Large undead, lawful evil
  • Hit Points:


    22 (3d10 + 6)
  • Armor Class:


    13 (barding scraps)
  • Speed:


    60 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Warhorse Skeleton

Large undead, lawful evil
  • Armor Class 13 (barding scraps)
  • Hit Points 22 (3d10 + 6)
  • Speed 60 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
  • Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Challenge CR1/2 (100 XP)

Actions


  • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage.
Medium humanoid (any race), any alignment
  • Hit Points:


    49 (11d8)
  • Armor Class:


    11 (14 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Warlock of the Archfey

Medium humanoid (any race), any alignment
  • Armor Class 11 (14 with mage armor)
  • Hit Points 49 (11d8)
  • Speed 30 ft.
STR
9 (-1)
DEX
13 (+1)
CON
11 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Wis +3, Cha +6
  • Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  • Condition Immunities charmed
  • Senses passive Perception 11
  • Languages any two languages (usually Sylvan)
  • Challenge CR4 (1,100 XP)
  • Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

    • At will: disguise self, mage armor (self only), silent image, speak with animals
    • 1/day: conjure fey
  • Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

    • Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery
    • 1st–5th level (3 5th-level slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep

Actions


  • Dagger (Melee). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +3 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Eldritch Blast. Ranged Spell Attack: +6 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam

Reactions


  • Misty Escape (Recharges after a Short or Long Rest). In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.
Medium humanoid (any race), any alignment
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Warlock of the Fiend

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Wis +4, Cha +7
  • Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
  • Damage Resistance slashing damage from nonmagical attacks not made with silvered weapons
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any two languages (usually Abyssal or Infernal)
  • Challenge CR7 (2,900 XP)
  • Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

    • At will: alter self, false life, levitate (self only), mage armor (self only), silent image
    • 1/day each: feeblemind, finger of death, plane shift
  • Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

    • Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
    • 1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
  • Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Actions


  • Eldritch Blast. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates four beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
  • Fire Bolt. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (4d10) fire damage. A flammable object hit by this spell ignites if it isn't being carried or worn
  • Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6) bludgeoning damage plus (3d6)fire damage.
  • Scorching Ray. Ranged Spell Attack: +7 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The warlock creates six rays when it casts this spell and it can hurl them at one or several targets in range
Medium humanoid (any race), any alignment
  • Hit Points:


    91 (14d8 + 28)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Warlock of the Great Old One

Medium humanoid (any race), any alignment
  • Armor Class 12 (15 with mage armor)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Wis +4, Cha +7
  • Skills Arcana +4, History +4
  • Damage Resistance psychic
  • Senses darkvision 60 ft., passive Perception 11
  • Languages any two languages, telepathy 30 ft.
  • Challenge CR6 (2,300 XP)
  • Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

    • At will: detect magic, jump, levitate, mage armor (self only), speak with dead
    • 1/day each: arcane gate, true seeing
  • Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

    • Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
    • 1st–5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
  • Whispering Aura. At the start of each of the warlock’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn’t incapacitated.

Actions


  • Chill Touch. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (3d8) necrotic damage. The target can't regain hit points until the start of the warlock's next turn
  • Dagger (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: (1d4 + 2) piercing damage.
  • Eldritch Blast. Ranged Spell Attack: +7 to hit, reach 120 ft., one creature. Hit: (1d10) force damage. When the warlock casts this spell, it creates three beams. It can direct the beams at the same target or at different ones. It makes a separate attack roll for each beam
  • Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (3d8) lightning damage. The target can't take reactions until the start of its next turn The warlock has advantage on this attack if the target is wearing armor made of metal
  • Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: (5d6) necrotic damage. The warlock regains hit points equal to half the amount of necrotic damage dealt Until the spell ends, the warlock can make the attack again on each of its turns as an action
Medium humanoid (any race), any alignment
  • Hit Points:


    229 (27d8 + 108)
  • Armor Class:


    18 (plate)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Warlord

Medium humanoid (any race), any alignment
  • Armor Class 18 (plate)
  • Hit Points 229 (27d8 + 108)
  • Speed 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
  • Saving Throws Str +9, Dex +7, Con +8
  • Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8
  • Senses passive Perception 15
  • Languages any two languages
  • Challenge CR12 (8,400 XP)
  • Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll.
  • Survivor. The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Actions


  • Multiattack. The warlord makes two weapon attacks.
  • Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
  • Shortbow. Ranged Weapon Attack: +7 to hit, reach 80/320 ft., one target. Hit: (1d6 + 3) piercing damage.

Legendary Actions


Warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Warlord regains spent legendary actions at the start of their turn.
  • Weapon Attack.The warlord makes a weapon attack.
  • Command Ally.The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
  • Frighten Foe (Costs 2 Actions).The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord’s next turn.
Large Fiend (Demon), Chaotic Evil
  • Hit Points:


    157 (15d10+75)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft., swim 80 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Wastrilith

Large Fiend (Demon), Chaotic Evil
  • Armor Class 18 (natural armor)
  • Hit Points 157 (15d10+75)
  • Speed 30 ft., swim 80 ft.
STR
19 (+4)
DEX
18 (+4)
CON
21 (+5)
INT
19 (+4)
WIS
12 (+1)
CHA
14 (+2)
  • Saving Throws Str +9, Con +10
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Abyssal, telepathy 120 ft.
  • Challenge CR13 (10,000 XP)
  • Amphibious. The wastrilith can breathe air and water.
  • Corrupt Water. At the start of each of the wastrilith’s turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
  • Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects.
  • Undertow. As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.

Actions


  • Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon: +9 to hit, reach 10 ft., One target. Hit: (4d12+4) Piercing damage.
  • Claws. Melee Weapon: +9 to hit, reach 10 ft., One target. Hit: (4d6+4) Slashing damage.
  • Grasping Sprout. The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it’s underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn’t pulled.
Large elemental, neutral
  • Hit Points:


    114 (12d10 + 48)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., swim 90 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Water Elemental

Large elemental, neutral
  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 30 ft., swim 90 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
8 (-1)
  • Damage Resistance acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Aquan
  • Challenge CR5 (1,800 XP)
  • Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
  • Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.

Actions


  • Multiattack. The elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.
  • Whelm (Recharge 4-6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
Medium Elemental, Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    18 (plate)
  • Speed:


    40 ft., swim 40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Water Elemental Myrmidon

Medium Elemental, Neutral
  • Armor Class 18 (plate)
  • Hit Points 127 (17d8+51)
  • Speed 40 ft., swim 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
  • Damage Resistance Acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Paralyzed, petrified, poisoned, prone
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Aquan, one language of its creator's choice
  • Challenge CR7 (2,900 XP)
  • Magic Weapons. The myrmidon's weapon attacks are magical.

Actions


  • Multiattack. The myrmidon makes three trident attacks.
  • Trident (One Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d6+4) Piercing damage.
  • Trident (Two Handed). Melee Weapon: +7 to hit, reach 5 ft., One target. Hit: (1d8+4) Piercing damage.
  • Trident (Ranged). Melee Weapon: +7 to hit, reach 20/60 ft., One target. Hit: (1d8+4) Piercing damage.
  • Freezing Strikes (Recharge 6). The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon’s next turn.
Large elemental, neutral
  • Hit Points:


    58 (9d10 + 9)
  • Armor Class:


    13
  • Speed:


    0 ft., swim 60 ft.
  • Challenge Rating:


    CR3 (700 XP)

Water Weird

Large elemental, neutral
  • Armor Class 13
  • Hit Points 58 (9d10 + 9)
  • Speed 0 ft., swim 60 ft.
STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
  • Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious
  • Senses blindsight 30 ft., passive Perception 10
  • Languages understands Aquan but doesn't speak
  • Challenge CR3 (700 XP)
  • Invisible in Water. The water weird is invisible while fully immersed in water.
  • Water Bound. The water weird dies if it leaves the water to which it is bound or if that water is destroyed.

Actions


  • Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled, escape DC 13, and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target
Tiny beast, unaligned
  • Hit Points:


    1 (1d4 - 1)
  • Armor Class:


    13
  • Speed:


    30 ft.
  • Challenge Rating:


    CR0 (10 XP)

Weasel

Tiny beast, unaligned
  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 30 ft.
STR
3 (-4)
DEX
16 (+3)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
3 (-4)
  • Skills Perception +3, Stealth +5
  • Senses passive Perception 13
  • Challenge CR0 (10 XP)
  • Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1) piercing damage.
Medium humanoid (human, shapechanger), neutral good
  • Hit Points:


    135 (18d8 + 54)
  • Armor Class:


    10 (in humanoid form, or 11, natural armor, in bear and hybrid forms)
  • Speed:


    30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
  • Challenge Rating:


    CR5 (1,800 XP)

Werebear

Medium humanoid (human, shapechanger), neutral good
  • Armor Class 10 (in humanoid form, or 11, natural armor, in bear and hybrid forms)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
  • Skills Perception +7
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses passive Perception 17
  • Languages Common (can't speak in bear form)
  • Challenge CR5 (1,800 XP)
  • Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
  • Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy
  • Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 4) slashing damage.
Medium humanoid (human, shapechanger), neutral evil
  • Hit Points:


    78 (12d8 + 24)
  • Armor Class:


    10 in humanoid form (or 11, natural armor, in boar or hybrid form)
  • Speed:


    30 ft. (40 ft. in boar form)
  • Challenge Rating:


    CR4 (1,100 XP)

Wereboar

Medium humanoid (human, shapechanger), neutral evil
  • Armor Class 10 in humanoid form (or 11, natural armor, in boar or hybrid form)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft. (40 ft. in boar form)
STR
17 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
8 (-1)
  • Skills Perception +2
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses passive Perception 12
  • Languages Common (can't speak in boar form)
  • Challenge CR4 (1,100 XP)
  • Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions


  • Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
  • Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage.
  • Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy
Medium humanoid (human, shapechanger), lawful evil
  • Hit Points:


    33 (6d8 + 6)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Wererat

Medium humanoid (human, shapechanger), lawful evil
  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
  • Skills Perception +2, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses darkvision 60 ft. (rat form only), passive Perception 12
  • Languages Common (can't speak in rat form)
  • Challenge CR2 (450 XP)
  • Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions


  • Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
  • Bite (Rat or Hybrid Form Only).. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy
  • Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d6 + 2) piercing damage.
Medium humanoid (human, shapechanger), neutral
  • Hit Points:


    120 (16d8 + 48)
  • Armor Class:


    12
  • Speed:


    30 ft. (40 ft. in tiger form)
  • Challenge Rating:


    CR4 (1,100 XP)

Weretiger

Medium humanoid (human, shapechanger), neutral
  • Armor Class 12
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft. (40 ft. in tiger form)
STR
17 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
11 (+0)
  • Skills Perception +5, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common (can't speak in tiger form)
  • Challenge CR4 (1,100 XP)
  • Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Actions


  • Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
  • Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy
  • Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage.
  • Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium humanoid (human, shapechanger), chaotic evil
  • Hit Points:


    58 (9d8 + 18)
  • Armor Class:


    11 in humanoid form (or 12, natural armor, in wolf or hybrid form)
  • Speed:


    30 ft. (40 ft. in wolf form)
  • Challenge Rating:


    CR3 (700 XP)

Werewolf

Medium humanoid (human, shapechanger), chaotic evil
  • Armor Class 11 in humanoid form (or 12, natural armor, in wolf or hybrid form)
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft. (40 ft. in wolf form)
STR
15 (+2)
DEX
13 (+1)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
  • Skills Perception +4, Stealth +3
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge CR3 (700 XP)
  • Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  • Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
  • Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy
  • Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d4 + 2) slashing damage.
  • Spear (Humanoid Form Only; Melee; One-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) piercing damage.
  • Spear (Humanoid Form Only; Melee; Two-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d8 + 2) piercing damage.
  • Spear (Humanoid Form Only; Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., one creature. Hit: (1d6 + 2) piercing damage.
Medium Fiend (Devil), Lawful Evil
  • Hit Points:


    68 (8d8+32)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft. fly 40 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

White Abishai

Medium Fiend (Devil), Lawful Evil
  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d8+32)
  • Speed 30 ft. fly 40 ft.
STR
16 (+3)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
  • Saving Throws Str +6, Con +7
  • Damage Resistance Bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities Cold, fire, poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120ft., passive Perception 11
  • Languages Draconic, Infernal, telepathy 120 ft.
  • Challenge CR6 (2,300 XP)
  • Devil's Sight. Magical darkness doesn't impede the abishai's darkvision.
  • Magic Resistance. The abishai has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The abishai's weapon attacks are magical
  • Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack⁠ rolls against it have advantage until the start of its next turn.

Actions


  • Multiattack. The abishai makes two attacks: one with its longsword and one with its claw.
  • Longsword (One-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d8+1) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+1) Slashing damage.
  • Claw. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d10+3) Slashing damage.
  • Bite. Melee Weapon: +6 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage plus (1d6)cold damage.

Reactions


  • Vicious Reprisal. In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Medium dragon, chaotic evil
  • Hit Points:


    32 (5d8 + 10)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

White Dragon Wyrmling

Medium dragon, chaotic evil
  • Armor Class 16 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
14 (+2)
INT
5 (-3)
WIS
10 (+0)
CHA
11 (+0)
  • Saving Throws Dex +2, Con +4, Wis +2, Cha +2
  • Skills Perception +4, Stealth +2
  • Damage Immunities cold
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge CR2 (450 XP)

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d4)cold damage.
  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Medium dragon, unaligned
  • Hit Points:


    52 (7d8 + 21)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., burrow 20 ft., climb 30 ft.
  • Challenge Rating:


    CR2 (450 XP)

White Guard Drake

Medium dragon, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 52 (7d8 + 21)
  • Speed 30 ft., burrow 20 ft., climb 30 ft.
STR
16 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
4 (-3)
WIS
10 (+0)
CHA
7 (-2)
  • Skills Perception +2
  • Damage Resistance cold
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands Draconic but can't speak
  • Challenge CR2 (450 XP)

Actions


  • Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.
  • Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Medium undead, neutral evil
  • Hit Points:


    45 (6d8 + 18)
  • Armor Class:


    14 (studded leather)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Wight

Medium undead, neutral evil
  • Armor Class 14 (studded leather)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
  • Skills Perception +3, Stealth +4
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages the languages it knew in life
  • Challenge CR3 (700 XP)
  • Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
  • Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time
  • Longsword (One-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) slashing damage.
  • Longsword (Two-Handed). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) slashing damage.
  • Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Tiny undead, chaotic evil
  • Hit Points:


    22 (9d4)
  • Armor Class:


    19
  • Speed:


    0 ft., fly 50 ft. (hover)
  • Challenge Rating:


    CR2 (450 XP)

Will-o'-Wisp

Tiny undead, chaotic evil
  • Armor Class 19
  • Hit Points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)
STR
1 (-5)
DEX
28 (+9)
CON
10 (+0)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
  • Damage Resistance acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge CR2 (450 XP)
  • Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.
  • Ephemeral. The will-o’-wisp can’t wear or carry anything.
  • Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.

Actions


  • Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: (2d8) lightning damage.
  • Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
Small humanoid (kobold), lawful evil
  • Hit Points:


    7 (3d6 - 3)
  • Armor Class:


    13
  • Speed:


    30 ft., fly 30 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Winged Kobold

Small humanoid (kobold), lawful evil
  • Armor Class 13
  • Hit Points 7 (3d6 - 3)
  • Speed 30 ft., fly 30 ft.
STR
7 (-2)
DEX
16 (+3)
CON
9 (-1)
INT
8 (-1)
WIS
7 (-2)
CHA
8 (-1)
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Common, Draconic
  • Challenge CR1/4 (50 XP)
  • Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions


  • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage.
  • Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: (1d6 + 3) bludgeoning damage.
Medium Fey (Elf), Chaotic Neutral
  • Hit Points:


    127 (17d8+51)
  • Armor Class:


    19 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Winter Eladrin

Medium Fey (Elf), Chaotic Neutral
  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.
STR
11 (+0)
DEX
10 (+0)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
13 (+1)
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge CR10 (5,900 XP)
  • Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
  • Innate Spellcasting. The eladrin’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: fog cloud, gust of wind1/day each: cone of cold, ice storm
  • Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
  • Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Sorrowful Presence for the next 24 hours.Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Actions


  • Longsword (One-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d8) Slashing damage.
  • Longsword (Two-Handed). Melee Weapon: +4 to hit, reach 5 ft., One target. Hit: (1d10) Slashing damage.
  • Longbow. Ranged Weapon: +4 to hit, reach 150/600 ft., One target. Hit: (1d8) Piercing damage.

Reactions


  • Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
Large monstrosity, neutral evil
  • Hit Points:


    75 (10d10 + 20)
  • Armor Class:


    13 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR3 (700 XP)

Winter Wolf

Large monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.
STR
18 (+4)
DEX
13 (+1)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
8 (-1)
  • Skills Perception +5, Stealth +3
  • Damage Immunities cold
  • Senses passive Perception 15
  • Languages Common, Giant, Winter Wolf
  • Challenge CR3 (700 XP)
  • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
  • Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone
  • Cold Breath (Recharge 5-6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Medium beast, unaligned
  • Hit Points:


    11 (2d8 + 2)
  • Armor Class:


    13 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Wolf

Medium beast, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge CR1/4 (50 XP)
  • Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions


  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
Medium plant, lawful neutral
  • Hit Points:


    75 (10d8 + 30)
  • Armor Class:


    18 (natural armor, shield)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Wood Woad

Medium plant, lawful neutral
  • Armor Class 18 (natural armor, shield)
  • Hit Points 75 (10d8 + 30)
  • Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
  • Skills Athletics +7, Perception +4, Stealth +4
  • Vulnerabilities fire
  • Damage Resistance bludgeoning, piercing
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Sylvan
  • Challenge CR5 (1,800 XP)
  • Magic Club. In the wood woad’s hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
  • Plant Camouflage. The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
  • Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function at the start of the wood woad’s next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions


  • Multiattack. The wood woad makes two attacks with its club.
  • Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (4d4 + 4) bludgeoning damage.
Large monstrosity, neutral evil
  • Hit Points:


    26 (4d10 + 4)
  • Armor Class:


    13 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR1/2 (100 XP)

Worg

Large monstrosity, neutral evil
  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10 + 4)
  • Speed 50 ft.
STR
16 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
7 (-2)
WIS
11 (+0)
CHA
8 (-1)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Goblin, Worg
  • Challenge CR1/2 (100 XP)
  • Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Medium undead, neutral evil
  • Hit Points:


    67 (9d8 + 27)
  • Armor Class:


    13
  • Speed:


    0 ft., fly 60 ft. (hover)
  • Challenge Rating:


    CR5 (1,800 XP)

Wraith

Medium undead, neutral evil
  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
  • Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge CR5 (1,800 XP)
  • Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0
  • Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Large dragon, unaligned
  • Hit Points:


    110 (13d10 + 39)
  • Armor Class:


    13 (natural armor)
  • Speed:


    20 ft., fly 80 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Wyvern

Large dragon, unaligned
  • Armor Class 13 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 20 ft., fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge CR6 (2,300 XP)

Actions


  • Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) slashing damage.
  • Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Medium elemental, neutral
  • Hit Points:


    73 (7d8 + 42)
  • Armor Class:


    19 (natural armor)
  • Speed:


    20 ft., burrow 20 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Xorn

Medium elemental, neutral
  • Armor Class 19 (natural armor)
  • Hit Points 73 (7d8 + 42)
  • Speed 20 ft., burrow 20 ft.
STR
17 (+3)
DEX
10 (+0)
CON
22 (+6)
INT
11 (+0)
WIS
10 (+0)
CHA
11 (+0)
  • Skills Perception +6, Stealth +3
  • Damage Resistance piercing and slashing from nonmagical attacks not made with adamantine weapons
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
  • Languages Terran
  • Challenge CR5 (1,800 XP)
  • Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
  • Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
  • Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 ft. of it.

Actions


  • Multiattack. The xorn makes three claw attacks and one bite attack.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d6 + 3) piercing damage.
Small humanoid (xvart), chaotic evil
  • Hit Points:


    7 (2d6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Xvart

Small humanoid (xvart), chaotic evil
  • Armor Class 13 (leather armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
7 (-2)
CHA
7 (-2)
  • Skills Stealth +4
  • Senses darkvision 30 ft., passive Perception 8
  • Languages Abyssal
  • Challenge CR1/8 (25 XP)
  • Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
  • Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
  • Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small humanoid (xvart), chaotic evil
  • Hit Points:


    7 (2d6)
  • Armor Class:


    13 (leather armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Xvart Speaker

Small humanoid (xvart), chaotic evil
  • Armor Class 13 (leather armor)
  • Hit Points 7 (2d6)
  • Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
13 (+1)
WIS
7 (-2)
CHA
7 (-2)
  • Skills Stealth +4
  • Senses darkvision 30 ft., passive Perception 8
  • Languages Abyssal, choice of Common or Goblin
  • Challenge CR1/8 (25 XP)
  • Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
  • Overbearing Pack. The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart’s allies is within 5 feet of the target and the ally isn’t incapacitated.
  • Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Actions


  • Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.
  • Sling. Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small humanoid (xvart), chaotic evil
  • Hit Points:


    22 (5d6 + 5)
  • Armor Class:


    12 (15 with mage armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Xvart Warlock of Raxivort

Small humanoid (xvart), chaotic evil
  • Armor Class 12 (15 with mage armor)
  • Hit Points 22 (5d6 + 5)
  • Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
8 (-1)
WIS
11 (+0)
CHA
12 (+1)
  • Skills Stealth +3
  • Senses darkvision 30 ft., passive Perception 10
  • Languages Abyssal
  • Challenge CR1 (200 XP)
  • Innate Spellcasting. The xvart’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components: • At will: detect magic, mage armor (self only)
  • Spellcasting. The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation • 1st–2nd level (2 2nd-level slots): burning hands, expeditious retreat, invisibility, scorching ray
  • Low Cunning. The xvart can take the Disengage action as a bonus action on each of its turns.
  • Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
  • Raxivort’s Tongue. The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.

Actions


  • Eldritch Blast. Ranged Spell Attack: +3 to hit, reach 120 ft., one creature. Hit: (1d10) force damage.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
  • Scorching Ray. Ranged Spell Attack: +3 to hit, reach 120 ft., one target. Hit: (2d6) fire damage. The xvart creates three rays when it casts this spell and it can hurl them at one or several targets in range
Large Fiend (Yugoloth), Neutral Evil
  • Hit Points:


    147 (14d10+70)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR11 (7,200 XP)

Yagnoloth

Large Fiend (Yugoloth), Neutral Evil
  • Armor Class 17 (natural armor)
  • Hit Points 147 (14d10+70)
  • Speed 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
  • Saving Throws Dex +6, Int +7, Wis +6, Cha +8
  • Skills Deception +8, Insight +6, Perception +6, Persuasion +8
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 60 ft., passive Perception 16
  • Languages Abyssal, Infernal, telepathy 60 ft.
  • Challenge CR11 (7,200 XP)
  • Innate Spellcasting. The yagnoloth’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion3/day: lightning bolt
  • Magic Resistance. The yagnoloth has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The yagnoloth’s weapon attacks are magical.

Actions


  • Multiattack. The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.
  • Electrified Touch. Melee Weapon: +8 to hit, reach 5 ft., One creature. Hit: (6d8) Lightning damage.
  • Massive Arm. Melee Weapon: +8 to hit, reach 15 ft., One creature. Hit: (3d12+4) Bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become stunned until the end of the yagnoloth’s next turn.
  • Life Leech. reach 15 ft., One incapacitated creature within 15 ft.. Hit: (7d8+4) Necrotic damage. The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.
  • Battlefield Cunning (Recharge 4–6). reach 60 ft., Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.
  • Teleport. The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Huge Fiend (Demon), Chaotic Evil
  • Hit Points:


    333 (32d12+184)
  • Armor Class:


    20 (natural armor)
  • Speed:


    50 ft.
  • Challenge Rating:


    CR24 (62,000 XP)

Yeenoghu

Huge Fiend (Demon), Chaotic Evil
  • Armor Class 20 (natural armor)
  • Hit Points 333 (32d12+184)
  • Speed 50 ft.
STR
29 (+9)
DEX
16 (+3)
CON
26 (+6)
INT
16 (+2)
WIS
24 (+7)
CHA
15 (+2)
  • Saving Throws Dex +10, Con +15, Wis +14
  • Skills Intimidation +9, Perception +14
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 24
  • Languages All, telepathy 120 ft.
  • Challenge CR24 (62,000 XP)
  • Innate Spellcasting. Innate Spellcasting. Yeenoghu’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: At will: detect magic 3/day each: dispel magic, fear, invisibility 1/day: teleport
  • Legendary Resistance (3/Day). If Yeenoghu fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Yeenoghu has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Yeenoghu’s weapon attacks are magical.
  • Rampage. When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.

Actions


  • Multiattack. Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack): 1. The attack deals an extra 13 (2d12) bludgeoning damage. 2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu’s next turn. 3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu’s next turn.
  • Flail. Melee Weapon: +16 to hit, reach 15 ft. , One target. Hit: (1d12+9) Bludgeoning damage.
  • Bite. Melee Weapon: +16 to hit, reach 10 ft., One target. Hit: (1d10+9) Piercing damage.

Legendary Actions


Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Yeenoghu regains spent legendary actions at the start of their turn.
  • Charge.Yeenoghu moves up to his speed.
  • Swat Away.Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.
  • Savage (Costs 2 Actions).Yeenoghu makes a bite attack against each creature within 10 feet of him.
Large fey, neutral evil
  • Hit Points:


    51 (6d10 + 18)
  • Armor Class:


    14 (natural armor)
  • Speed:


    40 ft., fly 40 ft. (hover)
  • Challenge Rating:


    CR4 (1,100 XP)

Yeth Hound

Large fey, neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., fly 40 ft. (hover)
STR
18 (+4)
DEX
17 (+3)
CON
16 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
7 (-2)
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Condition Immunities charmed, exhaustion, frightened
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands Common, Elvish, and Sylvan but can’t speak
  • Challenge CR4 (1,100 XP)
  • Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
  • Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage plus (4d6)psychic damage. If the target is frightened
  • Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound’s next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
Large monstrosity, chaotic evil
  • Hit Points:


    51 (6d10 + 18)
  • Armor Class:


    12 (natural armor)
  • Speed:


    40 ft., climb 40 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yeti

Large monstrosity, chaotic evil
  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 40 ft., climb 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
12 (+1)
CHA
7 (-2)
  • Skills Perception +3, Stealth +3
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Yeti
  • Challenge CR3 (700 XP)
  • Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
  • Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
  • Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions


  • Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 4) slashing damage plus (1d6)cold damage.
  • Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis, but not abominable yetis, for 1 hour.
Medium fiend (demon, shapechanger), chaotic evil
  • Hit Points:


    136 (16d8 + 64)
  • Armor Class:


    15 (natural armor)
  • Speed:


    30 ft., climb 30 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Yochlol

Medium fiend (demon, shapechanger), chaotic evil
  • Armor Class 15 (natural armor)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft., climb 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
15 (+2)
CHA
15 (+2)
  • Saving Throws Dex +6, Int +5, Wis +6, Cha +6
  • Skills Deception +10, Insight +6
  • Damage Resistance cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Challenge CR10 (5,900 XP)
  • Shapechanger. The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Magic Resistance. The yochlol has advantage on saving throws against spells and other magical effects.
  • Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Innate Spellcasting. The yochlol’s spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:

    • At will: detect thoughts, web
    • 1/day: dominate person
  • Web Walker. The yochlol ignores movement restrictions caused by webbing.

Actions


  • Multiattack. The yochlol makes two melee attacks.
  • Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 2) bludgeoning damage plus (6d6)poison damage.
  • Bite (Spider Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d6 + 2) piercing damage plus (6d6)poison damage.
  • Mist Form. The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.

    While in mist form, the yochlol is incapacitated and can’t speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn’t airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.

    While in mist form, the yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.
  • Variant: Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A yochlol has a 50 percent chance of summoning one yochlol. A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Large dragon, chaotic evil
  • Hit Points:


    127 (15d10 + 45)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Young Black Dragon

Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +5, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Stealth +5
  • Damage Immunities acid
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge CR7 (2,900 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (1d8)acid damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Large dragon, lawful evil
  • Hit Points:


    152 (16d10 + 64)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., burrow 20 ft., fly 80 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Young Blue Dragon

Large dragon, lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4
  • Damage Immunities lightning
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge CR9 (5,000 XP)

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage plus (1d10)lightning damage.
  • Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Large dragon, chaotic good
  • Hit Points:


    110 (13d10 + 39)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., burrow 20 ft., fly 80 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Young Brass Dragon

Large dragon, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
  • Saving Throws Dex +3, Con +6, Wis +3, Cha +5
  • Skills Perception +6, Persuasion +5, Stealth +3
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge CR6 (2,300 XP)

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or sleep breath)
  • Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
  • Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Large dragon, lawful good
  • Hit Points:


    142 (15d10 + 60)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Young Bronze Dragon

Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
  • Saving Throws Dex +3, Con +7, Wis +4, Cha +6
  • Skills Insight +4, Perception +7, Stealth +3
  • Damage Immunities lightning
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge CR8 (3,900 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (lightning breath or repulsion breath)
  • Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Large dragon, chaotic good
  • Hit Points:


    119 (14d10 + 42)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Young Copper Dragon

Large dragon, chaotic good
  • Armor Class 17 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Damage Immunities acid
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge CR7 (2,900 XP)

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (acid breath or slowing breath)
  • Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
  • Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Large dragon, lawful good
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Young Gold Dragon

Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
13 (+1)
CHA
20 (+5)
  • Saving Throws Dex +6, Con +9, Wis +5, Cha +9
  • Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge CR10 (5,900 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (fire breath or weakening breath)
  • Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large dragon, lawful evil
  • Hit Points:


    136 (16d10 + 48)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR8 (3,900 XP)

Young Green Dragon

Large dragon, lawful evil
  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
  • Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge CR8 (3,900 XP)
  • Amphibious. The dragon can breathe air and water.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (2d6)poison damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Small Monstrosity, Unaligned
  • Hit Points:


    9 (2d6+2)
  • Armor Class:


    16 (natural armor)
  • Speed:


    30 ft., burrow 10 ft., climb 30 ft.
  • Challenge Rating:


    CR1/8 (25 XP)

Young Kruthik

Small Monstrosity, Unaligned
  • Armor Class 16 (natural armor)
  • Hit Points 9 (2d6+2)
  • Speed 30 ft., burrow 10 ft., climb 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Languages Kruthik
  • Challenge CR1/8 (25 XP)
  • Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
  • Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Tunneler. The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2.5-foot-diameter tunnel in its wake.

Actions


  • Stab. Melee Weapon: +5 to hit, reach 5 ft., One target. Hit: (1d4+3) Piercing damage.
Large dragon, chaotic evil
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR10 (5,900 XP)

Young Red Dragon

Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +4
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge CR10 (5,900 XP)

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d6)fire damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Large dragon, chaotic evil
  • Hit Points:


    178 (17d10 + 85)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., climb 40 ft., fly 80 ft.
  • Challenge Rating:


    CR13 (10,000 XP)

Young Red Shadow Dragon

Large dragon, chaotic evil
  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Perception +8, Stealth +8
  • Damage Resistance necrotic
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge CR13 (10,000 XP)
  • Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant.
  • Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
  • Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d6)necrotic damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Shadow Breath (Recharge 5–6). The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control.
Large monstrosity, unaligned
  • Hit Points:


    93 (11d10 + 33)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft., burrow 20 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Young Remorhaz

Large monstrosity, unaligned
  • Armor Class 14 (natural armor)
  • Hit Points 93 (11d10 + 33)
  • Speed 30 ft., burrow 20 ft.
STR
18 (+4)
DEX
13 (+1)
CON
17 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
4 (-3)
  • Damage Immunities cold, fire
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
  • Challenge CR5 (1,800 XP)
  • Heated Body. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.

Actions


  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (3d10 + 4) piercing damage plus (2d6)fire damage.
Large dragon, lawful good
  • Hit Points:


    168 (16d10 + 80)
  • Armor Class:


    18 (natural armor)
  • Speed:


    40 ft., fly 80 ft.
  • Challenge Rating:


    CR9 (5,000 XP)

Young Silver Dragon

Large dragon, lawful good
  • Armor Class 18 (natural armor)
  • Hit Points 168 (16d10 + 80)
  • Speed 40 ft., fly 80 ft.
STR
23 (+6)
DEX
10 (+0)
CON
21 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
19 (+4)
  • Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  • Skills Arcana +6, History +6, Perception +8, Stealth +4
  • Damage Immunities cold
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic
  • Challenge CR9 (5,000 XP)

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons (cold breath or paralyzing breath)
  • Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
  • Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Large dragon, chaotic evil
  • Hit Points:


    133 (14d10 + 56)
  • Armor Class:


    17 (natural armor)
  • Speed:


    40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
  • Challenge Rating:


    CR6 (2,300 XP)

Young White Dragon

Large dragon, chaotic evil
  • Armor Class 17 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
  • Saving Throws Dex +3, Con +7, Wis +3, Cha +4
  • Skills Perception +6, Stealth +3
  • Damage Immunities cold
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge CR6 (2,300 XP)
  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.

Actions


  • Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (1d8)cold damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Large monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    127 (15d10 + 45)
  • Armor Class:


    15 (natural armor)
  • Speed:


    40 ft.
  • Challenge Rating:


    CR7 (2,900 XP)

Yuan-ti Abomination

Large monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 15 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
  • Skills Perception +5, Stealth +6
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common, Draconic
  • Challenge CR7 (2,900 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
  • Innate Spellcasting (Abomination Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion • 1/day: fear
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: (1d6 + 4) piercing damage plus (3d6)poison damage.
  • Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage. The target is grappled, escape dc 14 Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target
  • Scimitar (Abomination Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
  • Longbow (Abomination Form Only). Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (2d8 + 3) piercing damage plus (3d6)poison damage.
Huge monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    189 (18d12 + 72)
  • Armor Class:


    16 (natural armor)
  • Speed:


    40 ft., climb 30 ft., swim 30 ft.
  • Challenge Rating:


    CR12 (8,400 XP)

Yuan-ti Anathema

Huge monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 16 (natural armor)
  • Hit Points 189 (18d12 + 72)
  • Speed 40 ft., climb 30 ft., swim 30 ft.
STR
23 (+6)
DEX
13 (+1)
CON
19 (+4)
INT
19 (+4)
WIS
17 (+3)
CHA
20 (+5)
  • Skills Perception +7, Stealth +5
  • Damage Resistance acid, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Abyssal, Common, Draconic
  • Challenge CR12 (8,400 XP)
  • Innate Spellcasting (Anathema Form Only). The anathema’s innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day each: darkness, entangle, fear, haste, suggestion, polymorph • 1/day: divine word
  • Magic Resistance. The anathema has advantage on saving throws against spells and other magical effects.
  • Ophidiophobia Aura. Any creature of the anathema’s choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
  • Shapechanger. The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
  • Six Heads. The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions


  • Multiattack (Anathema Form Only). The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.
  • Claw (Anathema Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d6 + 6) slashing damage.
  • Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one large or smaller creature. Hit: (3d6 + 6) bludgeoning damage plus (2d6)acid damage. The target is grappled, escape dc 16 Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can’t constrict another target
  • Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: (6d6 + 6) piercing damage plus (4d6)poison damage.
Medium humanoid (yuan-ti), neutral evil
  • Hit Points:


    45 (7d8 + 14)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR2 (450 XP)

Yuan-ti Broodguard

Medium humanoid (yuan-ti), neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
11 (+0)
CHA
4 (-3)
  • Saving Throws Str +4, Dex +4, Wis +2
  • Skills Perception +2
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common, Draconic
  • Challenge CR2 (450 XP)
  • Mental Resistance. The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it.
  • Reckless. At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions


  • Multiattack. The broodguard makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 2) piercing damage.
  • Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yuan-ti Malison Type 1

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 12
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR3 (700 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
  • Innate Spellcasting (Abomination Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Malison Type. Type 1. The yuan-ti has a human body with a snake head.

Actions


  • Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage plus (2d6)poison damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yuan-ti Malison Type 2

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 12
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR3 (700 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
  • Innate Spellcasting (Abomination Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Malison Type. Type 2. Human head and body with snakes for arms.

Actions


  • Multiattack (Abomination Form Only). The yuan-ti makes two bite attacks using its snake arms.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yuan-ti Malison Type 3

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 12
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR3 (700 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
  • Innate Spellcasting (Abomination Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Malison Type. Type 3. Human head and upper body with a serpentine lower body instead of legs.

Actions


  • Multiattack (Yuan-ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.
  • Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage. The target is grappled, escape dc 13 Until this grapple ends, the target is restrained, and the yuan‑ti can’t constrict another target
  • Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Longbow (Yuan-ti Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yuan-ti Malison Type 4

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 12
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR3 (700 XP)
  • Type 4. Human form with one or more serpentine tails.
  • Shapechanger. The yuan -ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
  • Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack (Yuan‑ti Form Only). The yuan‑ti makes two melee attacks or two ranged attacks.
  • Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    66 (12d8 + 12)
  • Armor Class:


    12
  • Speed:


    30 ft.
  • Challenge Rating:


    CR3 (700 XP)

Yuan-ti Malison Type 5

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 12
  • Hit Points 66 (12d8 + 12)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR3 (700 XP)
  • Type 5. Human form covered in scales.
  • Shapechanger. The yuan -ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
  • Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's innate spellcasting ability is Charisma (spell save DC 1.3). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack (Yuan‑ti Form Only). The yuan‑ti makes two melee attacks or two ranged attacks.
  • Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: (1d8 + 2) piercing damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Yuan-ti Mind Whisperer

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+1)
CHA
16 (+3)
  • Saving Throws Wis +4, Cha +5
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 12
  • Languages Abyssal, Common, Draconic
  • Challenge CR4 (1,100 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
  • Innate Spellcasting (Yuan‑ti Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Mind Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.
  • Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation • 1st–3rd level (2 3rd-level slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script
  • Sseth’s Blessing. When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.

Actions


  • Multiattack (Yuan-ti Form Only). The yuan-ti makes one bite attack and one scimitar attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    71 (13d8 + 13)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR4 (1,100 XP)

Yuan-ti Nightmare Speaker

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Wis +3, Cha +5
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR4 (1,100 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
  • Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.
  • Innate Spellcasting (Yuan‑ti Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation • 1st–3rd level (2 3rd-level slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt

Actions


  • Multiattack (Yuan-ti Form Only). The yuan-ti makes one constrict attack and one scimitar attack.
  • Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: (2d6 + 3) bludgeoning damage. The target is grappled, escape dc 14, if it is a large or smaller creature Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target
  • Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage.
  • Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.
Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Hit Points:


    88 (16d8 + 16)
  • Armor Class:


    14 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR5 (1,800 XP)

Yuan-ti Pit Master

Medium monstrosity (shapechanger, yuan-ti), neutral evil
  • Armor Class 14 (natural armor)
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
13 (+1)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
  • Saving Throws Wis +3, Cha +5
  • Skills Deception +5, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11
  • Languages Abyssal, Common, Draconic
  • Challenge CR5 (1,800 XP)
  • Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies.
  • Innate Spellcasting (Yuan‑ti Form Only). The yuan‑ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan‑ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day: suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
  • Poison’s Disciple (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.
  • Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: • Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray • 1st–3rd level (2 3rd-level slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch

Actions


  • Multiattack (Yuan-ti Form Only). The yuan-ti makes two bite attacks using its snake arms.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d6)poison damage.
  • Merrshaulk’s Slumber (1/Day). The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.
Medium humanoid (yuan-ti), neutral evil
  • Hit Points:


    40 (9d8)
  • Armor Class:


    11
  • Speed:


    30 ft.
  • Challenge Rating:


    CR1 (200 XP)

Yuan-ti Pureblood

Medium humanoid (yuan-ti), neutral evil
  • Armor Class 11
  • Hit Points 40 (9d8)
  • Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
  • Skills Deception +6, Perception +3, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Abyssal, Common, Draconic
  • Challenge CR1 (200 XP)
  • Innate Spellcasting. The yuan-ti’s spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: • At will: animal friendship (snakes only) • 3/day each: poison spray, suggestion
  • Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.

Actions


  • Multiattack. The yuan-ti makes two melee attacks.
  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage.
  • Shortbow. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: (1d6 + 1) piercing damage plus (2d6)poison damage.
Gargantuan Elemental, Neutral
  • Hit Points:


    307 (15d20+150)
  • Armor Class:


    21 (natural armor)
  • Speed:


    40 ft., swim 40 ft.
  • Challenge Rating:


    CR22 (41,000 XP)

Zaratan

Gargantuan Elemental, Neutral
  • Armor Class 21 (natural armor)
  • Hit Points 307 (15d20+150)
  • Speed 40 ft., swim 40 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
2 (-4)
WIS
21 (+5)
CHA
18 (+4)
  • Saving Throws Wis +12, Cha +11
  • Damage Vulnerabilities Thunder
  • Damage Resistance Cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, paralyzed, petrified, poisoned, stunned
  • Senses Darkvision 60 ft., tremorsense 60 ft., passive Perception 15
  • Challenge CR22 (41,000 XP)
  • Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
  • Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.
  • Magic Weapons. The zaratan’s weapon attacks are magical.
  • Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement)

Actions


  • Multiattack. The zaratan makes two attacks: one with its bite and one with its stomp.
  • Bite. Melee Weapon: +17 to hit, reach 20 ft., One target. Hit: (4d8+10) Piercing damage.
  • Stomp. Melee Weapon: +17 to hit, reach 20 ft., One target. Hit: (3d10+10) Bludgeoning damage.
  • Spit Rock. Ranged Weapon: +17 to hit, reach 120ft./240 ft., One target. Hit: (6d8+10) Bludgeoning damage.
  • Spew Debris (Recharge 5-6). The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.

Legendary Actions


Zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zaratan regains spent legendary actions at the start of their turn.
  • Stomp.The zaratan makes one stomp attack.
  • Move.The zaratan moves up to its speed.
  • Spit (Costs 2 Actions).The zaratan uses Spit Rock.
  • Retract (Costs 2 Actions).The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
  • Revitalize (Costs 2 Actions).The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
  • Emerge (Costs 2 Actions).The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
Large Fiend (Devil), Lawful Evil
  • Hit Points:


    580 (40d10+360)
  • Armor Class:


    21 (natural armor)
  • Speed:


    50 ft., fly 150 ft.
  • Challenge Rating:


    CR26 (90,000 XP)

Zariel

Large Fiend (Devil), Lawful Evil
  • Armor Class 21 (natural armor)
  • Hit Points 580 (40d10+360)
  • Speed 50 ft., fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
  • Saving Throws Int +16, Wis +16, Cha +18
  • Skills Intimidation +18, Perception +16
  • Damage Resistance cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 26
  • Languages all, telepathy 120 ft.
  • Challenge CR26 (90,000 XP)
  • Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
  • Fiery Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
  • Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire3/day each: blade barrier, dispel evil and good, finger of death
  • Legendary Resistance (3/Day). If Zariel fails a saving throw, she can choose to succeed instead.
  • Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects.
  • Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Actions


  • Multiattack. Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.
  • Longsword (One-Handed). Melee Weapon: +16 to hit, reach 10 ft, One target. Hit: (2d8+8) slashing damage plus (8d8)Fire damage.
  • Longsword (Two-Handed). Melee Weapon: +16 to hit, reach 10 ft, One target. Hit: (2d10+8) slashing damage plus (8d8)Fire damage.
  • Javelin (Melee). Melee Weapon: +16 to hit, reach 10 ft, One target. Hit: (2d6+8) Piercing damage plus (8d8)Fire damage.
  • Javelin (Ranged). Ranged Weapon: +16 to hit, reach 30/120, One target. Hit: (2d6+8) Piercing damage plus (8d8)Fire damage.
  • Horrid Touch (Recharge 5–6). Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions


Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zariel regains spent legendary actions at the start of their turn.
  • Immolating Gaze (Costs 2 Actions).Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
  • Teleport.Zariel uses her Teleport action.
Medium undead, neutral evil
  • Hit Points:


    22 (3d8 + 9)
  • Armor Class:


    8
  • Speed:


    20 ft.
  • Challenge Rating:


    CR1/4 (50 XP)

Zombie

Medium undead, neutral evil
  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft.
STR
13 (+1)
DEX
6 (-2)
CON
16 (+3)
INT
3 (-4)
WIS
6 (-2)
CHA
5 (-3)
  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands all languages it spoke in life but can't speak
  • Challenge CR1/4 (50 XP)
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions


  • Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) bludgeoning damage.
Large Fiend (Demon), Chaotic Evil
  • Hit Points:


    304 (32d10+128)
  • Armor Class:


    18 (natural armor)
  • Speed:


    30 ft.
  • Challenge Rating:


    CR23 (50,000 XP)

Zuggtmoy

Large Fiend (Demon), Chaotic Evil
  • Armor Class 18 (natural armor)
  • Hit Points 304 (32d10+128)
  • Speed 30 ft.
STR
22 (+6)
DEX
15 (+52)
CON
18 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
24 (+7)
  • Saving Throws Dex +9, Con +11, Wis +11
  • Skills Perception +11
  • Damage Resistance Cold, fire, lightning
  • Damage Immunities Poison; bludgeoning, piercing and slashing that is nonmagical
  • Condition Immunities Charmed, exhaustion, frightened, poisoned
  • Senses Truesight 120ft., passive Perception 21
  • Languages All, telepathy 120 ft.
  • Challenge CR23 (50,000 XP)
  • Innate Spellcasting. Zuggtmoy’s spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: At will: detect magic, locate animals or plants, ray of sickness 3/day each: dispel magic, ensnaring strike, entangle, plant growth 1/day each: etherealness, teleport
  • Legendary Resistance (3/Day). If Zuggtmoy fails a saving throw, he can choose to succeed instead.
  • Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. Zuggtmoy’s weapon attacks are magical.

Actions


  • Multiattack. Zuggtmoy makes three pseudopod attacks.
  • Pseudopod. Melee Weapon: +13 to hit, reach 10 ft., One target. Hit: (2d8+6) Bludgeoning damage plus (2d8)Poison damage.
  • Infestation Spores (3/Day). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can’t be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature’s body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).
  • Mind Control Spores (Recharge 5-6). Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can’t be reinfected by these spores.

Reactions


  • Protective Thrall. When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.

Legendary Actions


Zuggtmoy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Zuggtmoy regains spent legendary actions at the start of their turn.
  • Attack.Zuggtmoy makes one pseudopod attack.
  • Exert Will.One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.